Lost Realities
lostrealitieswiki
https://lostrealities.miraheze.org/wiki/Main_Page
MediaWiki 1.41.0
first-letter
Media
Special
Talk
User
User talk
Lost Realities
Lost Realities talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Module
Module talk
CommentStreams
CommentStreams Talk
Main Page
0
1
1
2024-05-17T23:47:59Z
MediaWiki default
1
Welcome to Miraheze!
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
* [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users)
* [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]]
* [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.)
==== I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here:
* [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]]
* On [[phorge:|Phorge]]
* On [https://miraheze.org/discord Discord]
* On IRC in #miraheze on irc.libera.chat ([irc://irc.libera.chat/%23miraheze direct link]; [https://web.libera.chat/?channel=#miraheze webchat])
=== For visitors of this wiki ===
Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later!
070d9e6457eab136df99905438a1f57c037772b0
2
1
2024-05-18T00:12:18Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
db44db63d857267a22be5dffbf5c84da16adcb06
8
2
2024-05-18T01:29:51Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
<center>[[File:LostRealitiesFull.png|600px]]</center>
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
246824ed159c23e658fa8e98f07c952ef8a5454a
24
8
2024-05-18T08:09:31Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
<center>[[File:LostRealitiesFull.png|600px]]</center>
== '''''Greetings wanderer, welcome to {{SITENAME}}''''' ==
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
a0e58891c3f068833a173150aa275be84b07f525
25
24
2024-05-18T08:09:53Z
Beaconhair2226
12
/* Greetings wanderer, welcome to {{SITENAME}} */
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
<center>[[File:LostRealitiesFull.png|600px]]</center>
== '''''Greetings wanderer, welcome to '''{{SITENAME}}'''''''' ==
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
83fa7efa5b4afcff5a1b791379ac3b5873ef10bf
26
25
2024-05-18T08:10:17Z
Beaconhair2226
12
/* Greetings wanderer, welcome to {{SITENAME}}''' */
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
<center>[[File:LostRealitiesFull.png|600px]]</center>
== ''Greetings wanderer, welcome to '''{{SITENAME}}''''' ==
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
ecbc70b89af84f09d533e357d65f6ac06a76cacd
27
26
2024-05-18T08:10:38Z
Beaconhair2226
12
/* Greetings wanderer, welcome to {{SITENAME}} */
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
<center>[[File:LostRealitiesFull.png|600px]]</center>
== ''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki'' ==
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
20527969606d53c99dd232f1bd8a90d8196145de
User:KKMidgardKk
2
2
3
2024-05-18T00:18:56Z
KKMidgardKk
8
Created page with "'''hai'''"
wikitext
text/x-wiki
'''hai'''
ec38d7ab0bbaf788a4831dc00dc0000919f40505
4
3
2024-05-18T00:29:53Z
KKMidgardKk
8
wikitext
text/x-wiki
'''hai'''
'''PAGES I HAVE WRITTEN SO FAR:'''
''Object 11 (Blackfire Powder)''
27c1ef827b3c1e2af5db0883e40b0e667d1ef745
File:LostRealities.png
6
3
5
2024-05-18T01:03:30Z
Xboy1
2
The logo for Lost Realities.
wikitext
text/x-wiki
== Summary ==
The logo for Lost Realities.
92026f486d3e09eb6f8d51ac8a69e6ddda284f02
File:LostRealitiesFull.png
6
4
6
2024-05-18T01:14:16Z
Xboy1
2
The full logo of Lost Realitites.
wikitext
text/x-wiki
== Summary ==
The full logo of Lost Realitites.
c7e5357f33215da4339d85bda6cddb5f520d0e4d
File:LRscaled.png
6
5
7
2024-05-18T01:19:17Z
Xboy1
2
Scaled for the Miraheze logo.
wikitext
text/x-wiki
== Summary ==
Scaled for the Miraheze logo.
9fecfce0a69f1c3c513391c83a64a0f1a7e08d61
File:The Blue Marble.jpg
6
6
9
2024-05-18T01:37:38Z
Xboy1
2
wikitext
text/x-wiki
Earth.
ec7861219ca91b7332cc076b37758fbaf8efa6c8
The Frontrooms
0
7
10
2024-05-18T01:53:38Z
Xboy1
2
Created page with "[[File:The Blue Marble.jpg|thumb|The Earth.]] = What are the Frontrooms? = The Frontrooms is a series of celestial bodies gravitating around themselves in a tightly woven universe. Each speck in the speculatively infinite universe could be a moon, planet, dwarf, star, or hole in space. When wanderers describe the Frontrooms while talking about the Backrooms, the specific place they reference is Earth. Earth is a planet that—compared to the rest of existence—has a sho..."
wikitext
text/x-wiki
[[File:The Blue Marble.jpg|thumb|The Earth.]]
= What are the Frontrooms? =
The Frontrooms is a series of celestial bodies gravitating around themselves in a tightly woven universe. Each speck in the speculatively infinite universe could be a moon, planet, dwarf, star, or hole in space. When wanderers describe the Frontrooms while talking about the Backrooms, the specific place they reference is Earth. Earth is a planet that—compared to the rest of existence—has a short life span and in recent years, adopted a race of creatures (humans/us). It is described as being the "real world" and that the Backrooms is rather the forbidden world that, because of its instability, rips open opportunities for earthlings to enter. The Frontrooms are often looked at with fondness and remembrance by wanderers who find themselves trapped in the Backrooms.
<br><br>
<center><big>[[Enigmas|View Enigma List]]</big></center><br>
<center><big>[[Groups|View Group List]]</big></center><br>
<center><big>[[Tales|View Tale List]]</big></center>
a14fa267308542c84bbe27fee8eee5349113d372
File:Level 0.png
6
8
11
2024-05-18T01:56:00Z
Xboy1
2
wikitext
text/x-wiki
Level 0 of the Backrooms.
5dfcb6bd142f9ee8907d6701c6994a79be4a242c
The Backrooms
0
9
12
2024-05-18T01:58:19Z
Xboy1
2
Created page with "= What are the Backrooms? = [[File:Level 0.png|thumb|The first known confirmed photograph of the Backrooms.]] Little pockets of glitched reality send thousands of people into the depths of this liminal wasteland. Some things seem vague to us, while others give a sense of nostalgia and trick our senses into letting our guard down. Rooms lined with the familiarity of concrete and drywall bring suspicion towards the unholy creation of this place. A corrupted world, beyond t..."
wikitext
text/x-wiki
= What are the Backrooms? =
[[File:Level 0.png|thumb|The first known confirmed photograph of the Backrooms.]]
Little pockets of glitched reality send thousands of people into the depths of this liminal wasteland. Some things seem vague to us, while others give a sense of nostalgia and trick our senses into letting our guard down. Rooms lined with the familiarity of concrete and drywall bring suspicion towards the unholy creation of this place. A corrupted world, beyond the bounds of normal reality, lies just out of our comprehension. These walls may attempt to lure you with their psychotic, florescent humming and uncanny resemblance to our world. Even though you may think you have escaped, do not under any circumstances believe you are safe. For as long as you are here, you have no idea of what may be looking for you. Creatures from a distant realm collected here in a maze of confusion and recollection driven by blood lust; and they will stop at nothing to get their relentless hands—or other contorted limbs—on your corpse.
<br>
-----
<br>
<center><big>[[Level List|View Level List]]</big></center><br>
<center><big>[[Entity List|View Entity List]]</big></center><br>
<center><big>[[Object List|View Object List]]</big></center><br>
24604f7d41d5b22f15544e39e1067c89bf76e575
The Uprooms
0
10
13
2024-05-18T02:01:00Z
Xboy1
2
Created page with "= What are the Uprooms? = The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of..."
wikitext
text/x-wiki
= What are the Uprooms? =
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
----
<br>
<center><big>[[Zone List|View Zone List]]</big></center><br>
<center><big>[[Anomaly List|View Anomaly List]]</big></center><br>
<center><big>[[Item List|View Item List]]</big></center><br>
0d401bc8087456369edb99a0f60b4b30278a5296
File:Floor 0.png
6
11
14
2024-05-18T02:14:58Z
Xboy1
2
wikitext
text/x-wiki
Floor 0 of the Downrooms.
e8fa148970fb55244cce3964d1e2e4df3691e72b
MediaWiki:Evelution.css
8
12
15
2024-05-18T05:48:38Z
Xboy1
2
Created page with ".theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */ --desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/..."
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
da4cec4cce687bfe7f82434ccac5b347c7fb732f
The Downrooms
0
13
16
2024-05-18T06:17:57Z
Xboy1
2
Created page with "= What are the Downrooms? = [[File:Floor 0.png|thumb|The first known image of the Downrooms.]] The Downrooms is a place of complete and utter isolation. One could walk for days, weeks, months, years, decades, and they will never find any form of life, human or otherwise. The Downrooms consist primarily of liminal spaces, which places in a state of "in-between." They could be between two destinations, like a hallway between two rooms, or a gas station in the middle of a r..."
wikitext
text/x-wiki
= What are the Downrooms? =
[[File:Floor 0.png|thumb|The first known image of the Downrooms.]]
The Downrooms is a place of complete and utter isolation. One could walk for days, weeks, months, years, decades, and they will never find any form of life, human or otherwise. The Downrooms consist primarily of liminal spaces, which places in a state of "in-between." They could be between two destinations, like a hallway between two rooms, or a gas station in the middle of a road trip. They could also be liminal in another way. A parking lot with no cars, a house with no furniture, familiar places in an unfamiliar context. A state in-between familiarity and unfamiliarity.
Those unfortunate enough to find themselves in this hellscape will be doomed to wander the endless spaces completely alone for eternity, as the Downrooms has no exit.
<br>
----
<br>
<center><big>[[Floor List|View Floor List]]</big></center><br>
<center><big>[[Symptom List|View Symptom List]]</big></center><br>
<center><big>[[Commodity List|View Commodity List]]</big></center><br>
7e27d70feb8d0730913c4cd3412f494773ac9906
Template:Class 0
10
14
17
2024-05-18T06:55:21Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #5D8289 0%, #76A5AF 40%); border:6px solid #134F5C; border-radius: 5px"> <span style="color: #134F5C;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#134F5C;font-size:24px;padding:0px 5px>Class 0</span></div> <div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #5D8289 0%, #76A5AF 40%); border:6px solid #134F5C; border-radius: 5px">
<span style="color: #134F5C;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#134F5C;font-size:24px;padding:0px 5px>Class 0</span></div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|0/5 - Calming Environment}}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|0/5 - Effortless Exits }}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|0/5 - Devoid of Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 0]]
ea08edb746e8c3a1534fb86972763f4276b7f799
Template:Class 1
10
15
18
2024-05-18T07:38:32Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #00DD00 0%, #00FF00 40%); border:6px solid #38761D; border-radius: 5px"> <span style="color: #38761D;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#38761D;font-size:24px;padding:0px 5px>Class 1</span></div> <div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #00DD00 0%, #00FF00 40%); border:6px solid #38761D; border-radius: 5px">
<span style="color: #38761D;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#38761D;font-size:24px;padding:0px 5px>Class 1</span></div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|1/5 - Safe Environment}}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|1/5 - Common Exits }}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|1/5 - Rare Entity Appearances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 1]]
42cfe4a4781852acf72ecc3a89c96f239ba5bc45
Template:Class 2
10
16
19
2024-05-18T07:43:54Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #D8AD2D 0%, #F1C232 40%); border:6px solid #7F6000; border-radius: 5px"> <span style="color: #7F6000;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#7F6000;font-size:24px;padding:0px 5px>Class 2</span></div> <div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #D8AD2D 0%, #F1C232 40%); border:6px solid #7F6000; border-radius: 5px">
<span style="color: #7F6000;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#7F6000;font-size:24px;padding:0px 5px>Class 2</span></div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|2/5 - Unsafe Environment}}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|2/5 - Uncommon Exits }}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|2/5 - Uncommon Entity Appearances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 2]]
881c78911f2b9518661320ce4244a083796f305d
Template:Class 3
10
17
20
2024-05-18T07:46:31Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px"> <span style="color: #783F04;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div> <div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px">
<span style="color: #783F04;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|3/5 - Dangerous Environment}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|3/5 - Rare Exits }}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|3/5 - Common Entity Apperances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 3]]
adb7bd38bcbbea023a536b3bb7bc2cbd666bdc86
Template:Class 4
10
18
21
2024-05-18T07:48:37Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px"> <span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div> <div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px">
<span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|4/5 - Very Dangerous Environment}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|4/5 - Extremely Rare Exits }}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|4/5 - Frequent Entity Apperances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 4]]
0a08cc0a6b0520d889e014d0d64d04dcc636c541
Template:Class 5
10
19
22
2024-05-18T07:55:54Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #CC0000 0%, #FF0000 40%); border:6px solid #660000; border-radius: 5px"> <span style="color: #660000;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#660000;font-size:24px;padding:0px 5px>Class 5</span></div> <div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #CC0000 0%, #FF0000 40%); border:6px solid #660000; border-radius: 5px">
<span style="color: #660000;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#660000;font-size:24px;padding:0px 5px>Class 5</span></div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|5/5 - Treacherous Environment}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|5/5 - Near-Impossible Exits}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|5/5 - Entity Infestation}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 5]]
84845bc48573b7d22661f156067b65a2842c3dc0
Template:Collapse
10
20
23
2024-05-18T07:57:58Z
Xboy1
2
Created page with "<span class="mw-customtoggle-final{{{num|1}}} mw-customtoggle-initial{{{num|1}}}"><div class="mw-collapsible" id="mw-customcollapsible-initial{{{num|1}}}"> {{{initial|Open}}}</div></span> <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-final{{{num|1}}}"> <div class="mw-customtoggle-final{{{num|1}}} mw-customtoggle-initial{{{num|1}}}"> {{{final|Close}}}</div> </div> <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-final{{{num|1}}}"> {{{b..."
wikitext
text/x-wiki
<span class="mw-customtoggle-final{{{num|1}}} mw-customtoggle-initial{{{num|1}}}"><div class="mw-collapsible" id="mw-customcollapsible-initial{{{num|1}}}">
{{{initial|Open}}}</div></span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-final{{{num|1}}}">
<div class="mw-customtoggle-final{{{num|1}}} mw-customtoggle-initial{{{num|1}}}">
{{{final|Close}}}</div>
</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-final{{{num|1}}}">
{{{body|Body Text}}}
</div>
d6106762e1f0e421ccacb00d7083039ca8b342da
Level List
0
21
28
2024-05-18T09:06:05Z
Xboy1
2
Created page with "= Levels = == 0-99: == [[Level 0]] - "The Lobby" <span style="color: orange">↪</span> The Manila Room <span style="color: orange">↪</span> Level 0.1 - "Danger Zone" <span style="color: orange">↪</span> Level 0.2 - "Remodeled Mess" [[Level 1]] - "Lurking Danger" <span style="color: orange">↪</span> Level 1.5 - "Inverted" [[Level 2]] - "Pipe Dreams" [[Level 3]] - "Electrical Station" [[Level 4]] - "Abandoned Office" <span style="color: orange">↪</span> [..."
wikitext
text/x-wiki
= Levels =
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> Level 0.2 - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> [[Level 4.1]] - ???
<span style="color: orange">↪</span> [[Level 4.2]] - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> [[Level 6.1]] - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
Level 9 - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
== 300-399: ==
Level 330 - "A Stroke of Colour"
Level 337 - "The Inferno"
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
== 700-799: ==
[[Level 790]] - "Disguised Finale"
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
f1d5e20daaff453a39e07d5112b99837ed03d13d
34
28
2024-05-18T10:00:16Z
Xboy1
2
wikitext
text/x-wiki
= Levels =
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> [[Level 6.1]] - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
Level 9 - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
== 300-399: ==
Level 330 - "A Stroke of Colour"
Level 337 - "The Inferno"
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
== 700-799: ==
[[Level 790]] - "Disguised Finale"
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
24642c52b590be7168a41987dcf995b098bb4b88
File:The Red Rooms.png
6
22
29
2024-05-18T09:28:18Z
Xboy1
2
wikitext
text/x-wiki
The Red Rooms of Level 0.
bc29647f5ac00a7a6402f0177ece600abf8e6ad9
Level 0
0
23
30
2024-05-18T09:31:37Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Level 0: "The Lobby"}} <center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million squar..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 0: "The Lobby"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.''
''God save you if you hear something wandering around nearby, because it sure as hell has heard you…"''
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}
== Description ==
[[File:Level 0.png|thumb|The first known picture of '''Level 0''', and, by extension, the Backrooms.]]
'''Level 0''', also known as "The Lobby" or "The Backrooms," is the first level of the Backrooms, and is the most common to encounter. It is a seemingly endless complex of rooms and hallways arranged in a maze-like structure. The appearance of '''Level 0''' vaguely resembles an office, with a tiled ceiling and walls too short to reach the ceiling, similar to cubicles. There are vents on the walls and ceiling, but no air comes out of them. Electrical outlets are also on the walls, but they provide no power. The outlets have no consistent design, and each one looks like an outlet from a different country and time period.
There are fluorescent lights placed inconsistently on the ceiling, and they buzz so loudly that many say that the sound alone can drive wanderers insane. Some lights flicker periodically at presumably random intervals. The carpet is saturated with a liquid named Carpet Fluid, making it feel moist and damp. Carpet Fluid is not safe to drink; it will cause extreme sickness and nausea and will be fatal if too much is consumed. The walls are coated in yellow wallpaper with a brown-ish design that varies throughout the level. The most common designs for the wallpaper are arrows, dots, stripes, and floral patterns, although hundreds of other patterns have been confirmed to appear in '''Level 0'''.
'''Level 0''' has very confusing and non-Euclidean geometry, which can lead to some very strange scenarios regarding travel. It is common to walk in a straight line and appear at the starting point, or to move in what would normally be a loop and end up in a completely different area. This poses a risk to sanity, as one could lose a sense of progression and feel as if there was no way out.
'''Level 0''' has an effect that makes it impossible to meet any other wanderer in the level. If a group enters '''Level 0''', they will be split up and separated until the level is exited. This can make someone unaware of the Backrooms experience an intense feeling of isolation, and this will only get stronger as time goes on as they discover the sheer vastness of the level.
Devices such as GPS locators, compasses, and clocks do not function properly in '''Level 0''', being inaccurate and inconsistent. Radio signals and wifi also do not work, thus making it impossible to get into contact with anyone or anything outside of the level.
Hallucinations are a very common occurrence in '''Level 0'''. These hallucinations can cause immense amounts of anxiety and paranoia. These hallucinations include, but are not limited to:
* Déjà vu.
* Sounds such as scratching, knocking, and scuttering.
* False exits, such as doors, stairwells, or ladders. These exits usually appear far away and disappear after one has looked away, blinked, or gotten too close.
* Movement in the peripheral vision of strange creatures, with exact descriptions varying from person to person.
* Human speech in an unknown, unintelligible language.
Exits in '''Level 0''' are known to be extremely hard to find, and most wanderers take days or even weeks to find one. There is also no way to find supplies or any kind of sustenance in the level, making those who come here unprepared almost guaranteed to die. Billions of people are presumed to have died in '''Level 0''', but their bodies have never been found due to properties that make other wanderers impossible to find. Despite there being no inherent danger, '''Level 0''' has claimed the title of being the most fatal level of the Backrooms.
Because of these factors, '''Level 0''' was thought to be the only level of the Backrooms for hundreds of years. This was until there was a massive influx of missing person reports in the late 90’s. This caused one group to investigate what was just an urban legend at the time. This group formed what is now the [[M.E.G.]], and [[Level 1]] was later discovered. After [[Level 1]], the discovery of [[Level 2]] followed shortly after. Then all of the rest.
The Backrooms went deeper than anyone could imagine.
== Red Rooms ==
[[File:The Red Rooms.png|thumb|The Red Rooms of Level 0.]]
"The Red Rooms" is the name given to certain areas in '''Level 0''' that have red lights instead of the typical yellow found in the rest of the level. Everything else about the physical appearance of the Red Rooms is exactly the same as the rest of '''Level 0'''. The red lights often make the surroundings look red, but they actually still retain their typical yellow color.
The Red Rooms have all of the normal effects other areas of '''Level 0''' have, but they are several times more powerful. Hallucinations are much more common, the non-Euclidean effects are even more confusing and amplified, and it is also harder to find an exit both out of the Red Rooms and out of the level. Consequently, it is much easier to go insane in the Red Rooms, and it is advised to stay as far away from them as possible.
== Entities ==
It is unknown if there are entities in '''Level 0'''. There have been many reports of them, but they have been inconsistent and no supporting evidence currently exists. For now, it is recommended to travel '''Level 0''' with caution.
== Colonies & Outposts ==
Due to '''Level 0'''<nowiki>'</nowiki>s lack of resources and isolating effects, no colonies or outposts currently exist.
== Entrances and Exits ==
=== Entrances ===
* No-clipping out of reality from [[the Frontrooms]] will lead here.
=== Exits ===
* No-clipping through a dark wall will lead to [[Level 1]].
* Breaking a wall and going through it will lead to [[Level -1]].
* A certain room may appear nearby at complete random. This room is about 10 by 10 meters, has 2 pillars and a door at the center of one of the walls. Going through this door will lead to the [[Manila Room]].
* Spending too much time in the Red Rooms is likely to send one to [[Level 0.1]].
* No-clipping after suffering a wound for at most 2 hours will lead to [[Level 0.2]].
fdc1a7e4245182ee4b0af69f1f46a9ffb2cf7157
31
30
2024-05-18T09:52:43Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 0: "The Lobby"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.''
''God save you if you hear something wandering around nearby, because it sure as hell has heard you…"''
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}
== Description ==
[[File:Level 0.png|thumb|The first known picture of '''Level 0''', and, by extension, the Backrooms.]]
'''Level 0''', also known as "The Lobby" or "The Backrooms," is the first level of the Backrooms, and is the most common to encounter. It is a seemingly endless complex of rooms and hallways arranged in a maze-like structure. The appearance of '''Level 0''' vaguely resembles an office, with a tiled ceiling and walls too short to reach the ceiling, similar to cubicles. There are vents on the walls and ceiling, but no air comes out of them. Electrical outlets are also on the walls, but they provide no power. The outlets have no consistent design, and each one looks like an outlet from a different country and time period.
There are fluorescent lights placed inconsistently on the ceiling, and they buzz so loudly that many say that the sound alone can drive wanderers insane. Some lights flicker periodically at presumably random intervals. The carpet is saturated with a liquid named Carpet Fluid, making it feel moist and damp. Carpet Fluid is not safe to drink; it will cause extreme sickness and nausea and will be fatal if too much is consumed. The walls are coated in yellow wallpaper with a brown-ish design that varies throughout the level. The most common designs for the wallpaper are arrows, dots, stripes, and floral patterns, although hundreds of other patterns have been confirmed to appear in '''Level 0'''.
'''Level 0''' has very confusing and non-Euclidean geometry, which can lead to some very strange scenarios regarding travel. It is common to walk in a straight line and appear at the starting point, or to move in what would normally be a loop and end up in a completely different area. This poses a risk to sanity, as one could lose a sense of progression and feel as if there was no way out.
'''Level 0''' has an effect that makes it impossible to meet any other wanderer in the level. If a group enters '''Level 0''', they will be split up and separated until the level is exited. This can make someone unaware of the Backrooms experience an intense feeling of isolation, and this will only get stronger as time goes on as they discover the sheer vastness of the level.
Devices such as GPS locators, compasses, and clocks do not function properly in '''Level 0''', being inaccurate and inconsistent. Radio signals and wifi also do not work, thus making it impossible to get into contact with anyone or anything outside of the level.
Hallucinations are a very common occurrence in '''Level 0'''. These hallucinations can cause immense amounts of anxiety and paranoia. These hallucinations include, but are not limited to:
* Déjà vu.
* Sounds such as scratching, knocking, and scuttering.
* False exits, such as doors, stairwells, or ladders. These exits usually appear far away and disappear after one has looked away, blinked, or gotten too close.
* Movement in the peripheral vision of strange creatures, with exact descriptions varying from person to person.
* Human speech in an unknown, unintelligible language.
Exits in '''Level 0''' are known to be extremely hard to find, and most wanderers take days or even weeks to find one. There is also no way to find supplies or any kind of sustenance in the level, making those who come here unprepared almost guaranteed to die. Billions of people are presumed to have died in '''Level 0''', but their bodies have never been found due to properties that make other wanderers impossible to find. Despite there being no inherent danger, '''Level 0''' has claimed the title of being the most fatal level of the Backrooms.
Because of these factors, '''Level 0''' was thought to be the only level of the Backrooms for hundreds of years. This was until there was a massive influx of missing person reports in the late 90’s. This caused one group to investigate what was just an urban legend at the time. This group formed what is now the [[M.E.G.]], and [[Level 1]] was later discovered. After [[Level 1]], the discovery of [[Level 2]] followed shortly after. Then all of the rest.
The Backrooms went deeper than anyone could imagine.
== Red Rooms ==
[[File:The Red Rooms.png|thumb|The Red Rooms of Level 0.]]
"The Red Rooms" is the name given to certain areas in '''Level 0''' that have red lights instead of the typical yellow found in the rest of the level. Everything else about the physical appearance of the Red Rooms is exactly the same as the rest of '''Level 0'''. The red lights often make the surroundings look red, but they actually still retain their typical yellow color.
The Red Rooms have all of the normal effects other areas of '''Level 0''' have, but they are several times more powerful. Hallucinations are much more common, the non-Euclidean effects are even more confusing and amplified, and it is also harder to find an exit both out of the Red Rooms and out of the level. Consequently, it is much easier to go insane in the Red Rooms, and it is advised to stay as far away from them as possible.
== Entities ==
It is unknown if there are entities in '''Level 0'''. There have been many reports of them, but they have been inconsistent and no supporting evidence currently exists. For now, it is recommended to travel '''Level 0''' with caution.
== Colonies & Outposts ==
Due to '''Level 0'''<nowiki>'</nowiki>s lack of resources and isolating effects, no colonies or outposts currently exist.
== Entrances and Exits ==
=== Entrances ===
* No-clipping out of reality from [[the Frontrooms]] will lead here.
=== Exits ===
* No-clipping through a dark wall will lead to [[Level 1]].
* Breaking a wall and going through it will lead to [[Level -1]].
* A certain room may appear nearby at complete random. This room is about 10 by 10 meters, has 2 pillars and a door at the center of one of the walls. Going through this door will lead to the [[Manila Room]].
* Spending too much time in the Red Rooms is likely to send one to [[Level 0.1]].
* No-clipping after suffering a wound for at most 2 hours will lead to [[Level 0.2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image, "The Backrooms," is from an unknown source.
Second image, "The Redrooms": [https://scutoidbox.wdfiles.com/local--files/red-rooms/eggrooms-2.jpg Eggrooms 2] by egglord is released under CC-BY-SA-3.0
}}
7bc37533f17db495b09026c82759d17bcf6ee6e9
32
31
2024-05-18T09:54:17Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 0: "The Lobby"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.''
''God save you if you hear something wandering around nearby, because it sure as hell has heard you…"''
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}
== Description ==
[[File:Level 0.png|thumb|The first known picture of '''Level 0''', and, by extension, the Backrooms.]]
'''Level 0''', also known as "The Lobby" or "The Backrooms," is the first level of the Backrooms, and is the most common to encounter. It is a seemingly endless complex of rooms and hallways arranged in a maze-like structure. The appearance of '''Level 0''' vaguely resembles an office, with a tiled ceiling and walls too short to reach the ceiling, similar to cubicles. There are vents on the walls and ceiling, but no air comes out of them. Electrical outlets are also on the walls, but they provide no power. The outlets have no consistent design, and each one looks like an outlet from a different country and time period.
There are fluorescent lights placed inconsistently on the ceiling, and they buzz so loudly that many say that the sound alone can drive wanderers insane. Some lights flicker periodically at presumably random intervals. The carpet is saturated with a liquid named Carpet Fluid, making it feel moist and damp. Carpet Fluid is not safe to drink; it will cause extreme sickness and nausea and will be fatal if too much is consumed. The walls are coated in yellow wallpaper with a brown-ish design that varies throughout the level. The most common designs for the wallpaper are arrows, dots, stripes, and floral patterns, although hundreds of other patterns have been confirmed to appear in '''Level 0'''.
'''Level 0''' has very confusing and non-Euclidean geometry, which can lead to some very strange scenarios regarding travel. It is common to walk in a straight line and appear at the starting point, or to move in what would normally be a loop and end up in a completely different area. This poses a risk to sanity, as one could lose a sense of progression and feel as if there was no way out.
'''Level 0''' has an effect that makes it impossible to meet any other wanderer in the level. If a group enters '''Level 0''', they will be split up and separated until the level is exited. This can make someone unaware of the Backrooms experience an intense feeling of isolation, and this will only get stronger as time goes on as they discover the sheer vastness of the level.
Devices such as GPS locators, compasses, and clocks do not function properly in '''Level 0''', being inaccurate and inconsistent. Radio signals and wifi also do not work, thus making it impossible to get into contact with anyone or anything outside of the level.
Hallucinations are a very common occurrence in '''Level 0'''. These hallucinations can cause immense amounts of anxiety and paranoia. These hallucinations include, but are not limited to:
* Déjà vu.
* Sounds such as scratching, knocking, and scuttering.
* False exits, such as doors, stairwells, or ladders. These exits usually appear far away and disappear after one has looked away, blinked, or gotten too close.
* Movement in the peripheral vision of strange creatures, with exact descriptions varying from person to person.
* Human speech in an unknown, unintelligible language.
Exits in '''Level 0''' are known to be extremely hard to find, and most wanderers take days or even weeks to find one. There is also no way to find supplies or any kind of sustenance in the level, making those who come here unprepared almost guaranteed to die. Billions of people are presumed to have died in '''Level 0''', but their bodies have never been found due to properties that make other wanderers impossible to find. Despite there being no inherent danger, '''Level 0''' has claimed the title of being the most fatal level of the Backrooms.
Because of these factors, '''Level 0''' was thought to be the only level of the Backrooms for hundreds of years. This was until there was a massive influx of missing person reports in the late 90’s. This caused one group to investigate what was just an urban legend at the time. This group formed what is now the [[M.E.G.]], and [[Level 1]] was later discovered. After [[Level 1]], the discovery of [[Level 2]] followed shortly after. Then all of the rest.
The Backrooms went deeper than anyone could imagine.
== Red Rooms ==
[[File:The Red Rooms.png|thumb|The Red Rooms of Level 0.]]
"The Red Rooms" is the name given to certain areas in '''Level 0''' that have red lights instead of the typical yellow found in the rest of the level. Everything else about the physical appearance of the Red Rooms is exactly the same as the rest of '''Level 0'''. The red lights often make the surroundings look red, but they actually still retain their typical yellow color.
The Red Rooms have all of the normal effects other areas of '''Level 0''' have, but they are several times more powerful. Hallucinations are much more common, the non-Euclidean effects are even more confusing and amplified, and it is also harder to find an exit both out of the Red Rooms and out of the level. Consequently, it is much easier to go insane in the Red Rooms, and it is advised to stay as far away from them as possible.
== Entities ==
It is unknown if there are entities in '''Level 0'''. There have been many reports of them, but they have been inconsistent and no supporting evidence currently exists. For now, it is recommended to travel '''Level 0''' with caution.
== Colonies & Outposts ==
Due to '''Level 0'''<nowiki>'</nowiki>s lack of resources and isolating effects, no colonies or outposts currently exist.
== Entrances and Exits ==
=== Entrances ===
* No-clipping out of reality from [[the Frontrooms]] will lead here.
=== Exits ===
* No-clipping through a dark wall will lead to [[Level 1]].
* Breaking a wall and going through it will lead to [[Level -1]].
* A certain room may appear nearby at complete random. This room is about 10 by 10 meters, has 2 pillars and a door at the center of one of the walls. Going through this door will lead to the [[Manila Room]].
* Spending too much time in the Red Rooms is likely to send one to [[Level 0.1]].
* No-clipping after suffering a wound for at most 2 hours will lead to [[Level 0.2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image, "The Backrooms," is from an unknown source.
Second image, "The Redrooms": [https://scutoidbox.wdfiles.com/local--files/red-rooms/eggrooms-2.jpg Eggrooms 2] by egglord is released under CC-BY-SA-3.0
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
f53546d9de94e07ddfba807739f04d70d55a2d55
33
32
2024-05-18T09:55:37Z
Xboy1
2
/* Red Rooms */
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 0: "The Lobby"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.''
''God save you if you hear something wandering around nearby, because it sure as hell has heard you…"''
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}
== Description ==
[[File:Level 0.png|thumb|The first known picture of '''Level 0''', and, by extension, the Backrooms.]]
'''Level 0''', also known as "The Lobby" or "The Backrooms," is the first level of the Backrooms, and is the most common to encounter. It is a seemingly endless complex of rooms and hallways arranged in a maze-like structure. The appearance of '''Level 0''' vaguely resembles an office, with a tiled ceiling and walls too short to reach the ceiling, similar to cubicles. There are vents on the walls and ceiling, but no air comes out of them. Electrical outlets are also on the walls, but they provide no power. The outlets have no consistent design, and each one looks like an outlet from a different country and time period.
There are fluorescent lights placed inconsistently on the ceiling, and they buzz so loudly that many say that the sound alone can drive wanderers insane. Some lights flicker periodically at presumably random intervals. The carpet is saturated with a liquid named Carpet Fluid, making it feel moist and damp. Carpet Fluid is not safe to drink; it will cause extreme sickness and nausea and will be fatal if too much is consumed. The walls are coated in yellow wallpaper with a brown-ish design that varies throughout the level. The most common designs for the wallpaper are arrows, dots, stripes, and floral patterns, although hundreds of other patterns have been confirmed to appear in '''Level 0'''.
'''Level 0''' has very confusing and non-Euclidean geometry, which can lead to some very strange scenarios regarding travel. It is common to walk in a straight line and appear at the starting point, or to move in what would normally be a loop and end up in a completely different area. This poses a risk to sanity, as one could lose a sense of progression and feel as if there was no way out.
'''Level 0''' has an effect that makes it impossible to meet any other wanderer in the level. If a group enters '''Level 0''', they will be split up and separated until the level is exited. This can make someone unaware of the Backrooms experience an intense feeling of isolation, and this will only get stronger as time goes on as they discover the sheer vastness of the level.
Devices such as GPS locators, compasses, and clocks do not function properly in '''Level 0''', being inaccurate and inconsistent. Radio signals and wifi also do not work, thus making it impossible to get into contact with anyone or anything outside of the level.
Hallucinations are a very common occurrence in '''Level 0'''. These hallucinations can cause immense amounts of anxiety and paranoia. These hallucinations include, but are not limited to:
* Déjà vu.
* Sounds such as scratching, knocking, and scuttering.
* False exits, such as doors, stairwells, or ladders. These exits usually appear far away and disappear after one has looked away, blinked, or gotten too close.
* Movement in the peripheral vision of strange creatures, with exact descriptions varying from person to person.
* Human speech in an unknown, unintelligible language.
Exits in '''Level 0''' are known to be extremely hard to find, and most wanderers take days or even weeks to find one. There is also no way to find supplies or any kind of sustenance in the level, making those who come here unprepared almost guaranteed to die. Billions of people are presumed to have died in '''Level 0''', but their bodies have never been found due to properties that make other wanderers impossible to find. Despite there being no inherent danger, '''Level 0''' has claimed the title of being the most fatal level of the Backrooms.
Because of these factors, '''Level 0''' was thought to be the only level of the Backrooms for hundreds of years. This was until there was a massive influx of missing person reports in the late 90’s. This caused one group to investigate what was just an urban legend at the time. This group formed what is now the [[M.E.G.]], and [[Level 1]] was later discovered. After [[Level 1]], the discovery of [[Level 2]] followed shortly after. Then all of the rest.
The Backrooms went deeper than anyone could imagine.
=== Red Rooms ===
[[File:The Red Rooms.png|thumb|The Red Rooms of Level 0.]]
"The Red Rooms" is the name given to certain areas in '''Level 0''' that have red lights instead of the typical yellow found in the rest of the level. Everything else about the physical appearance of the Red Rooms is exactly the same as the rest of '''Level 0'''. The red lights often make the surroundings look red, but they actually still retain their typical yellow color.
The Red Rooms have all of the normal effects other areas of '''Level 0''' have, but they are several times more powerful. Hallucinations are much more common, the non-Euclidean effects are even more confusing and amplified, and it is also harder to find an exit both out of the Red Rooms and out of the level. Consequently, it is much easier to go insane in the Red Rooms, and it is advised to stay as far away from them as possible.
== Entities ==
It is unknown if there are entities in '''Level 0'''. There have been many reports of them, but they have been inconsistent and no supporting evidence currently exists. For now, it is recommended to travel '''Level 0''' with caution.
== Colonies & Outposts ==
Due to '''Level 0'''<nowiki>'</nowiki>s lack of resources and isolating effects, no colonies or outposts currently exist.
== Entrances and Exits ==
=== Entrances ===
* No-clipping out of reality from [[the Frontrooms]] will lead here.
=== Exits ===
* No-clipping through a dark wall will lead to [[Level 1]].
* Breaking a wall and going through it will lead to [[Level -1]].
* A certain room may appear nearby at complete random. This room is about 10 by 10 meters, has 2 pillars and a door at the center of one of the walls. Going through this door will lead to the [[Manila Room]].
* Spending too much time in the Red Rooms is likely to send one to [[Level 0.1]].
* No-clipping after suffering a wound for at most 2 hours will lead to [[Level 0.2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image, "The Backrooms," is from an unknown source.
Second image, "The Redrooms": [https://scutoidbox.wdfiles.com/local--files/red-rooms/eggrooms-2.jpg Eggrooms 2] by egglord is released under CC-BY-SA-3.0
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
a4ae89eff24d85c726dfec7554fed8ef2b51210f
File:Level 1 Warehouse.jpg
6
24
35
2024-05-18T10:11:14Z
Xboy1
2
wikitext
text/x-wiki
The Warehouse of Level 1.
44332722e3a5dcf65ef794b8c2aecb3fba07b156
Level 1
0
25
36
2024-05-18T10:24:25Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Level 1: "Lurking Danger"}} {{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances}} == Description == [[File:Underground area of condominium.jpg|thumb|The Parking Lot of '''Level 1'''.]] '''Level 1''', also known as "Lurking Danger," or "Habitable Zone," is the first level with supplies and resources to be sustainable for long-term stay. The level is thought to have infinite floors, but they progressively get more difficu..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1: "Lurking Danger"}}
{{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances}}
== Description ==
[[File:Underground area of condominium.jpg|thumb|The Parking Lot of '''Level 1'''.]]
'''Level 1''', also known as "Lurking Danger," or "Habitable Zone," is the first level with supplies and resources to be sustainable for long-term stay. The level is thought to have infinite floors, but they progressively get more difficult to access the farther up they are. The highest floor anyone has found is 127, but other people have claimed to reach beyond that. Staircases and elevators have been found that lead between floors.
'''Level 1''' is mostly Euclidean, but the rare areas that aren't have really strong and confusing non-Euclidean effects. Hallways twisting and looping in strange ways, traveling short distances but ending up far away, and many other phenomena have been observed.
Crates that randomly appear and disappear can contain useful items such as Almond Water, food items, and weapons. The crates can also contain stranger items such as human hair, car engines, and live rats. If any items are put into a crate, they will stay there, even after the crate disappears and reappears. However, if an item is taken out of the crate, another random item will be put in it when it reappears to fill its place.
Occasionally, a Blackout Event can occur. A Blackout Event is a phenomenon in '''Level 1''' where all energy sources stop working, turning off the lights and anything else that requires electricity. During this event, entities will start to appear. A Blackout Event can last anywhere from 8 minutes to 20 hours, and this also applies to the time between Blackout Events.
'''Level 1''' has two distinct areas, the Parking Lot, and the Warehouse.
=== The Parking Lot ===
The Parking Lot is the first area of '''Level 1''', and is the area almost all of the known entrances are. It has pillars marked with letters to signify the section of the Parking Lot. Fluorescent lights are attached to the walls and pillars, and their brightness can vary in different sections, ranging from blindingly bright to completely turned off.
Some areas of the Parking Lot have a strange anomaly of appearing as if they were duplicated repeatedly, creating an odd looping effect. Some investigations have shown that these areas could be copied perfectly down to a molecular level.
A thick fog lingers in the Parking Lot, and condenses to form puddles of water on the ground. Car tracks are often seen on the floors, despite there being no cars in the level. Machinery can be heard from behind the walls, and it is speculated that it provides power to the level. This is further supported by the fact that the noise stops during a Blackout Event.
=== The Warehouse ===
[[File:Level 1 Warehouse.jpg|thumb|The Warehouse of '''Level 1'''.]]
The Warehouse is the main area of '''Level 1''', and contains the most supplies. There are many hallways, rooms, and even maze-like areas. There are often doors that lead into different hallways, rooms, and completely different parts of the Warehouse. The Warehouse is a part of anywhere above the third floor.
Different parts of the Warehouse wildly vary in look and design. The walls and floor change material to concrete, bricks, and metal, and also vary in color, being white, gray, or beige. The lights are either white, yellow, and rarely blue. Some areas even have an architectural structure that resembles a basement more than a warehouse.
The Warehouse has many crates on the floor and on shelves found all around the Warehouse. The crates also have more useful items, but more entities appear during blackouts, and, since it is more enclosed, they are harder to avoid.
== Entities ==
Most entities only appear during a Blackout Event. These entities include [[Smilers]], [[Hounds]], [[Skin-Stealers]], [[Dullers]], and [[Facelings]]. Entities that can appear without there being a blackout are [[Wretches]] and [[Windows]].
== Colonies & Outposts ==
Due to '''Level 1''' being so safe and being one of the first levels most people access, several wanderers have settled here and choose not to explore beyond '''Level 1''', resulting in many bases and colonies that are not documented here.
=== [[M.E.G.]] Base Alpha ===
The most important base of the [[M.E.G.]], and is where over half of the members reside. It was established just a few days after the [[M.E.G.]] was in 1998. It is heavily guarded and protected, and is where the most important items are stored. They give new wanderers important information on the Backrooms.
== Entrances and Exits ==
=== Entrances ===
* No-clipping through a dark wall in [[Level 0]] will lead here.
=== Exits ===
* Going down a long hallway will eventually lead to [[Level 2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image (the Parking Lot): [https://www.flickr.com/photos/67458903@N05/14070865988 003] by SunCon photos is released under CC-BY-2.0
First image (the Warehouse): [https://www.flickr.com/photos/trondheim_byarkiv/10998312184/ Dora 1 - Interiør på bakkenivå (2013)] by Municipal Archives of Trondheim is released under CC-BY-2.0
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
2d9058df569acfd197bfedb25ce076b78cd66c78
Level 790
0
26
37
2024-05-18T16:46:25Z
Reformed Fun Dip
7
Created page with "{{DISPLAYTITLE:Level 790: "Disguised Finale"}} {{Class Deadzone|environment=5/5 - Toxic Environment|creature=0/5? - Unconfirmed Entity Appearances}} == Description =="
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
{{Class Deadzone|environment=5/5 - Toxic Environment|creature=0/5? - Unconfirmed Entity Appearances}}
== Description ==
0a4059b0de89f1a9b2b6f09b1ce0d7bf996126f9
40
37
2024-05-18T18:50:43Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Static Forest"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
24aede29a67bb262494063373bba68e0d0aaa626
File:Level -4.png
6
27
38
2024-05-18T18:16:53Z
EquinoxLR
11
wikitext
text/x-wiki
peak
6a28d069a8addd4ded3cd6e849c49cf42216d91d
Level -4
0
28
39
2024-05-18T18:41:55Z
EquinoxLR
11
Created page with "{{DISPLAYTITLE:Level -4: "Static Forest"}} '''{{Class 3|environment=3/5 - Dangerous Environment|exit=3/5 - Rare Exits|creature=0/5 - Devoid of entities}} == Description == [[File:Level -4.png|thumb|right|A photo of the forest of '''level -4.''']] '''Level -4''', also known as the Static Forest, is, as the name says, an infinite forest shrouded in darkness. The trees and bushes inside the level seem to be made entirely out of static, with small white and black dots appea..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level -4: "Static Forest"}}
'''{{Class 3|environment=3/5 - Dangerous Environment|exit=3/5 - Rare Exits|creature=0/5 - Devoid of entities}}
== Description ==
[[File:Level -4.png|thumb|right|A photo of the forest of '''level -4.''']]
'''Level -4''', also known as the Static Forest, is, as the name says, an infinite forest shrouded in darkness. The trees and bushes inside the level seem to be made entirely out of static, with small white and black dots appearing and disappearing rapidly while also producing a loud static sound that may cause discomfort for some wanderers. Some of the trees are no-clipping through the floor or even levitating a bit from it; It is not recommended to touch these trees, as they decrease one stability. The ground is covered by white grass which is incredibly soft as well as scattered branches. It is unknown if there is anything below the grass, as it seems impenetrable. Most wanderers felt paranoid on this side of the level, having a feeling of “being watched” or “in danger” and other feelings felt in dangerous levels.
Looking up, around 80 meters above the ground, a wanderer can see a near-identical mirror of the level, the only differences being the position of the trees and their properties. The trees in the mirror version produce no static noise; touching these mirrored trees will slowly increases the wanderer's stability.
Sometimes, a wanderer can find a structure around the level. These structures normally have some objects inside them; they range from cabins to a small watchtower. Which objects one can find depends on which side of Level -4 the wanderer is on. On the normal side, items such as [[Cashew Water]], [[Liquid Pain]], and, very rarely, [[Liquid Silence]] can be found. On the mirror side, objects such as [[Almond Water]], [[Royal Rations]], and, more rarely, [[Memory Jars]] can be found.
=== Level -4 Event ===
At random intervals, '''Level -4''' will start to shake for around 5 seconds; after this time, the gravity of the level will flip, making all objects and wanderers fall into the mirror side of '''Level -4''', which will lead to a careless wanderer breaking one leg, both or something worse. Luckily, due to '''Level -4''' grass, the damage is greatly reduced; however, it is still recommended to be prepared for the event so as not to risk breaking a bone or hitting your head on the ground on the mirror side. The event seems to last from one minute to three hours before flipping back to the normal side. The mirror side is completely silent, yet many wanderers report to feel a calm atmosphere similar to the ones felt in safe levels.
== Entities ==
The Level is thought to be devoid of entities.
== Entrances and Exits ==
=== Entrances ===
* Finding a mirror showing a reflection of Level -4 in Level -3.
* Finding a group of static trees in Level 26 and no-clipping through one of them.
=== Exits ===
* Finding a group of normal trees with purple leaves and no-clipping through one of them on the normal side of Level -4 will lead to Level 26.
* Finding a big stone structure and entering the door in it on the mirror side of Level -4 will lead to Level -5.
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]]
Special thanks to: CosmicCrowMc for the idea and for making Enter the Backrooms.
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
9b3fae0ed1326ebd5ef93d76afd3a42937be6398
File:Almond.png
6
29
41
2024-05-18T19:17:02Z
Beaconhair2226
12
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Almond2.png
6
30
42
2024-05-18T19:17:17Z
Beaconhair2226
12
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Object 1
0
31
43
2024-05-18T19:33:00Z
Beaconhair2226
12
Created page with "__NOTOC__ {{DISPLAYTITLE:Object 1: "Almond Water"}} '''{{Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}} Object classes not yet made. [[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']] == Description == '''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '..."
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
Object classes not yet made.
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If the '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as Almond Water needs a lot of time to unfreeze.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
=== AUTHORS: Beaconhair2226 ===
ea9f0578ba7d43ad4858623f9745cefb7e1e00af
Entity List
0
32
44
2024-05-18T19:54:46Z
EquinoxLR
11
Created page with "= Entities = == 0-99 == Entity 1 - ??? Entity 2 - "The windows" [[Entity 3]] - "Smilers" [[Entity 4]] - “Death Moths” Entity 5 - “Clumps” Entity 6 - “Dullers” Entity 7 - “Jerry” Entity 8 - “Hounds” Entity 9 - “Facelings” [[Entity 10]] - “Skin-Stealers” Entity 15 - “Wretches” Entity 18 - “The Beast of Level 5” Entity 20 - “The Thing on Level 7” [[Entity 67]] - “Partygoers” Entity 68 - “Party Poopers” ==..."
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The windows"
[[Entity 3]] - "Smilers"
[[Entity 4]] - “Death Moths”
Entity 5 - “Clumps”
Entity 6 - “Dullers”
Entity 7 - “Jerry”
Entity 8 - “Hounds”
Entity 9 - “Facelings”
[[Entity 10]] - “Skin-Stealers”
Entity 15 - “Wretches”
Entity 18 - “The Beast of Level 5”
Entity 20 - “The Thing on Level 7”
[[Entity 67]] - “Partygoers”
Entity 68 - “Party Poopers”
== 100-199 ==
Entity 167 - “Party Hosts”
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - “The Overseers”
3149cb135dd3cb84a97f8b3e73c51ca1e0921540
Object List
0
33
45
2024-05-18T19:56:21Z
Beaconhair2226
12
Created page with "= Objects = == 1-30: == [[Almond Water|Object 1]] - "Almond Water" Object 2 - "Level Keys" Object 3 - [EMPTY SPOT] Object 4 - [EMPTY SPOT] Object 5 - "Carpet Fluid" Object 6 - "Moth Jelly" Object 7 - "Memory Jars" Object 8 - [EMPTY SPOT] Object 9 - [EMPTY SPOT] Object 10 - [EMPTY SPOT] Object 11 - "Blackfire Powder" Object 12 - "Liquid Pain" Object 13 - [EMPTY SPOT] Object 14 - [EMPTY SPOT] Object 15 - "Fire Salt" Object 16 - "Royal Rations" Object 17 - "Liquid Silence"..."
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Almond Water|Object 1]] - "Almond Water"
Object 2 - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
Object 5 - "Carpet Fluid"
Object 6 - "Moth Jelly"
Object 7 - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
Object 11 - "Blackfire Powder"
Object 12 - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
Object 15 - "Fire Salt"
Object 16 - "Royal Rations"
Object 17 - "Liquid Silence"
Object 18 - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
Object 31 - "Musical Guns"
Object 32 - [EMPTY SPOT]
Object 33 - "Mono-Cola"
Object 34 - [EMPTY SPOT]
Object 35 - [EMPTY SPOT]
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
Object 49 - [EMPTY SPOT]
Object 50 - "Placeholder"
== More Objects coming soon! ==
49f31ebf7087b843d221c6c057499a6937041eb9
46
45
2024-05-18T19:56:44Z
Beaconhair2226
12
wikitext
text/x-wiki
= Objects =
== 1-30: ==
* [[Almond Water|Object 1]] - "Almond Water"
* Object 2 - "Level Keys"
* Object 3 - [EMPTY SPOT]
* Object 4 - [EMPTY SPOT]
* Object 5 - "Carpet Fluid"
* Object 6 - "Moth Jelly"
* Object 7 - "Memory Jars"
* Object 8 - [EMPTY SPOT]
* Object 9 - [EMPTY SPOT]
* Object 10 - [EMPTY SPOT]
* Object 11 - "Blackfire Powder"
* Object 12 - "Liquid Pain"
* Object 13 - [EMPTY SPOT]
* Object 14 - [EMPTY SPOT]
* Object 15 - "Fire Salt"
* Object 16 - "Royal Rations"
* Object 17 - "Liquid Silence"
* Object 18 - "Backshrooms"
* Object 19 - [EMPTY SPOT]
* Object 20 - [EMPTY SPOT]
* Object 21 - [EMPTY SPOT]
* Object 22 - [EMPTY SPOT]
* Object 23 - [EMPTY SPOT]
* Object 24 - [EMPTY SPOT]
* Object 25 - [EMPTY SPOT]
* Object 26 - [EMPTY SPOT]
* Object 27 - [EMPTY SPOT]
* Object 28 - [EMPTY SPOT]
* Object 29 - [EMPTY SPOT]
* Object 30 - [EMPTY SPOT]
== 31-50: ==
* Object 31 - "Musical Guns"
* Object 32 - [EMPTY SPOT]
* Object 33 - "Mono-Cola"
* Object 34 - [EMPTY SPOT]
* Object 35 - [EMPTY SPOT]
* Object 36 - [EMPTY SPOT]
* Object 37 - [EMPTY SPOT]
* Object 38 - [EMPTY SPOT]
* Object 39 - [EMPTY SPOT]
* Object 40 - [EMPTY SPOT]
* Object 41 - [EMPTY SPOT]
* Object 42 - [EMPTY SPOT]
* Object 43 - [EMPTY SPOT]
* Object 44 - [EMPTY SPOT]
* Object 45 - [EMPTY SPOT]
* Object 46 - [EMPTY SPOT]
* Object 47 - [EMPTY SPOT]
* Object 48 - [EMPTY SPOT]
* Object 49 - [EMPTY SPOT]
* Object 50 - "Placeholder"
== More Objects coming soon! ==
70f183728d5b184580cfde098d6044b62165efd5
47
46
2024-05-18T19:59:09Z
Beaconhair2226
12
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Almond Water|Object 1]] - "Almond Water"
Object 2 - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
Object 5 - "Carpet Fluid"
Object 6 - "Moth Jelly"
Object 7 - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
Object 11 - "Blackfire Powder"
Object 12 - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
Object 15 - "Fire Salt"
Object 16 - "Royal Rations"
Object 17 - "Liquid Silence"
Object 18 - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
Object 31 - "Musical Guns"
Object 32 - [EMPTY SPOT]
Object 33 - "Mono-Cola"
Object 34 - [EMPTY SPOT]
Object 35 - [EMPTY SPOT]
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
Object 49 - [EMPTY SPOT]
Object 50 - "Placeholder"
===== More Objects coming soon! =====
820cbe3e562e4b77e76dd50fd766cb26896cbc78
48
47
2024-05-18T20:19:01Z
Beaconhair2226
12
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Almond Water|Object 1]] - "Almond Water"
Object 2 - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
Object 5 - "Carpet Fluid"
Object 6 - "Moth Jelly"
Object 7 - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
Object 11 - "Blackfire Powder"
Object 12 - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
Object 15 - "Fire Salt"
Object 16 - "Royal Rations"
Object 17 - "Liquid Silence"
Object 18 - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
Object 31 - "Musical Guns"
Object 32 - [EMPTY SPOT]
Object 33 - "Mono-Cola"
Object 34 - [EMPTY SPOT]
Object 35 - "Bremos-Chloren"
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
Object 49 - [EMPTY SPOT]
Object 50 - "Placeholder"
===== More Objects coming soon! =====
5b1f646979c747f2329a3be8ce2a1d2e1dec6806
File:Level keys.png
6
34
49
2024-05-18T20:44:45Z
EquinoxLR
11
wikitext
text/x-wiki
w
aff024fe4ab0fece4091de044c58c9ae4233383a
File:Level 0 key.png
6
35
50
2024-05-18T20:47:52Z
EquinoxLR
11
wikitext
text/x-wiki
fish
64875fcccaac069fcb3e0e201e7d5b9166641608
Level -4
0
28
51
39
2024-05-18T21:05:50Z
EquinoxLR
11
wikitext
text/x-wiki
{{DISPLAYTITLE:Level -4: "Static Forest"}}
'''{{Class 3|environment=3/5 - Dangerous Environment|exit=3/5 - Rare Exits|creature=0/5 - Devoid of entities}}
== Description ==
[[File:Level -4.png|thumb|right|A photo of the forest of '''level -4.''']]
'''Level -4''', also known as the Static Forest, is, as the name says, an infinite forest shrouded in darkness. The trees and bushes inside the level seem to be made entirely out of static, with small white and black dots appearing and disappearing rapidly while also producing a loud static sound that may cause discomfort for some wanderers. Some of the trees are no-clipping through the floor or even levitating a bit from it; It is not recommended to touch these trees, as they decrease one stability. The ground is covered by white grass which is incredibly soft as well as scattered branches. It is unknown if there is anything below the grass, as it seems impenetrable. Most wanderers felt paranoid on this side of the level, having a feeling of “being watched” or “in danger” and other feelings felt in dangerous levels.
Looking up, around 80 meters above the ground, a wanderer can see a near-identical mirror of the level, the only differences being the position of the trees and their properties. The trees in the mirror version produce no static noise; touching these mirrored trees will slowly increases the wanderer's stability.
Sometimes, a wanderer can find a structure around the level. These structures normally have some objects inside them; they range from cabins to a small watchtower. Which objects one can find depends on which side of Level -4 the wanderer is on. On the normal side, items such as [[Cashew Water]], [[Liquid Pain]], and, very rarely, [[Liquid Silence]] can be found. On the mirror side, objects such as [[Almond Water]], [[Royal Rations]], and, more rarely, [[Memory Jars]] can be found.
=== Level -4 Event ===
At random intervals, '''Level -4''' will start to shake for around 5 seconds; after this time, the gravity of the level will flip, making all objects and wanderers fall into the mirror side of '''Level -4''', which will lead to a careless wanderer breaking one leg, both or something worse. Luckily, due to '''Level -4''' grass, the damage is greatly reduced; however, it is still recommended to be prepared for the event so as not to risk breaking a bone or hitting your head on the ground on the mirror side. The event seems to last from one minute to three hours before flipping back to the normal side. The mirror side is completely silent, yet many wanderers report to feel a calm atmosphere similar to the ones felt in safe levels.
== Entities ==
The Level is thought to be devoid of entities.
== Entrances and Exits ==
=== Entrances ===
* Finding a mirror showing a reflection of Level -4 in Level -3.
* Finding a group of static trees in Level 26 and no-clipping through one of them.
=== Exits ===
* Finding a group of normal trees with purple leaves and no-clipping through one of them on the normal side of Level -4 will lead to Level 26.
* Finding a big stone structure and entering the door in it on the mirror side of Level -4 will lead to Level -5.
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]]
Special thanks to: CosmicCrowMc for the idea and for making Enter the Backrooms.
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
8bc01db80722e5bc70831357e70548922a719688
88
51
2024-05-19T04:37:06Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level -4: "Static Forest"}}
'''{{Class 3|environment=3/5 - Dangerous Environment|exit=5/5 - Rare Exits|creature=0/5 - Devoid of entities}}
== Description ==
[[File:Level -4.png|thumb|right|A photo of the forest of '''level -4.''']]
'''Level -4''', also known as the Static Forest, is, as the name says, an infinite forest shrouded in darkness. The trees and bushes inside the level seem to be made entirely out of static, with small white and black dots appearing and disappearing rapidly while also producing a loud static sound that may cause discomfort for some wanderers. Some of the trees are no-clipping through the floor or even levitating a bit from it; It is not recommended to touch these trees, as they decrease one stability. The ground is covered by white grass which is incredibly soft as well as scattered branches. It is unknown if there is anything below the grass, as it seems impenetrable. Most wanderers felt paranoid on this side of the level, having a feeling of “being watched” or “in danger” and other feelings felt in dangerous levels.
Looking up, around 80 meters above the ground, a wanderer can see a near-identical mirror of the level, the only differences being the position of the trees and their properties. The trees in the mirror version produce no static noise; touching these mirrored trees will slowly increases the wanderer's stability.
Sometimes, a wanderer can find a structure around the level. These structures normally have some objects inside them; they range from cabins to a small watchtower. Which objects one can find depends on which side of Level -4 the wanderer is on. On the normal side, items such as [[Cashew Water]], [[Liquid Pain]], and, very rarely, [[Liquid Silence]] can be found. On the mirror side, objects such as [[Almond Water]], [[Royal Rations]], and, more rarely, [[Memory Jars]] can be found.
=== Level -4 Event ===
At random intervals, '''Level -4''' will start to shake for around 5 seconds; after this time, the gravity of the level will flip, making all objects and wanderers fall into the mirror side of '''Level -4''', which will lead to a careless wanderer breaking one leg, both or something worse. Luckily, due to '''Level -4''' grass, the damage is greatly reduced; however, it is still recommended to be prepared for the event so as not to risk breaking a bone or hitting your head on the ground on the mirror side. The event seems to last from one minute to three hours before flipping back to the normal side. The mirror side is completely silent, yet many wanderers report to feel a calm atmosphere similar to the ones felt in safe levels.
== Entities ==
The Level is thought to be devoid of entities.
== Entrances and Exits ==
=== Entrances ===
* Finding a mirror showing a reflection of Level -4 in Level -3.
* Finding a group of static trees in Level 26 and no-clipping through one of them.
=== Exits ===
* Finding a group of normal trees with purple leaves and no-clipping through one of them on the normal side of Level -4 will lead to Level 26.
* Finding a big stone structure and entering the door in it on the mirror side of Level -4 will lead to Level -5.
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]]
Special thanks to: CosmicCrowMc for the idea and for making Enter the Backrooms.
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
bbb3fbef995f439e4fc4349cc08e153a5bf2b1a4
89
88
2024-05-19T04:37:29Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level -4: "Static Forest"}}
'''{{Class 3|environment=3/5 - Dangerous Environment|exit=3/5 - Rare Exits|creature=0/5 - Devoid of entities}}
== Description ==
[[File:Level -4.png|thumb|right|A photo of the forest of '''level -4.''']]
'''Level -4''', also known as the Static Forest, is, as the name says, an infinite forest shrouded in darkness. The trees and bushes inside the level seem to be made entirely out of static, with small white and black dots appearing and disappearing rapidly while also producing a loud static sound that may cause discomfort for some wanderers. Some of the trees are no-clipping through the floor or even levitating a bit from it; It is not recommended to touch these trees, as they decrease one stability. The ground is covered by white grass which is incredibly soft as well as scattered branches. It is unknown if there is anything below the grass, as it seems impenetrable. Most wanderers felt paranoid on this side of the level, having a feeling of “being watched” or “in danger” and other feelings felt in dangerous levels.
Looking up, around 80 meters above the ground, a wanderer can see a near-identical mirror of the level, the only differences being the position of the trees and their properties. The trees in the mirror version produce no static noise; touching these mirrored trees will slowly increases the wanderer's stability.
Sometimes, a wanderer can find a structure around the level. These structures normally have some objects inside them; they range from cabins to a small watchtower. Which objects one can find depends on which side of Level -4 the wanderer is on. On the normal side, items such as [[Cashew Water]], [[Liquid Pain]], and, very rarely, [[Liquid Silence]] can be found. On the mirror side, objects such as [[Almond Water]], [[Royal Rations]], and, more rarely, [[Memory Jars]] can be found.
=== Level -4 Event ===
At random intervals, '''Level -4''' will start to shake for around 5 seconds; after this time, the gravity of the level will flip, making all objects and wanderers fall into the mirror side of '''Level -4''', which will lead to a careless wanderer breaking one leg, both or something worse. Luckily, due to '''Level -4''' grass, the damage is greatly reduced; however, it is still recommended to be prepared for the event so as not to risk breaking a bone or hitting your head on the ground on the mirror side. The event seems to last from one minute to three hours before flipping back to the normal side. The mirror side is completely silent, yet many wanderers report to feel a calm atmosphere similar to the ones felt in safe levels.
== Entities ==
The Level is thought to be devoid of entities.
== Entrances and Exits ==
=== Entrances ===
* Finding a mirror showing a reflection of Level -4 in Level -3.
* Finding a group of static trees in Level 26 and no-clipping through one of them.
=== Exits ===
* Finding a group of normal trees with purple leaves and no-clipping through one of them on the normal side of Level -4 will lead to Level 26.
* Finding a big stone structure and entering the door in it on the mirror side of Level -4 will lead to Level -5.
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]]
Special thanks to: CosmicCrowMc for the idea and for making Enter the Backrooms.
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
8bc01db80722e5bc70831357e70548922a719688
Object 2
0
36
52
2024-05-18T21:08:42Z
EquinoxLR
11
Created page with "{{DISPLAYTITLE:Object 2: "Level keys"}} '''{{Class 0|Usfulness = Staple|Safety = +|Ubiquity = 0.5}} no object classes yet lol == Description == [[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]] '''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from. The '..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level keys"}}
'''{{Class 0|Usfulness = Staple|Safety = +|Ubiquity = 0.5}}
no object classes yet lol
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a Phenomenon 34.
Phenomenon 34 is a very rare phenomenon that can happen randomly; Phenomenon 34 is very unpredictable if one suspects an area of a level they’re inhabiting, it is best to relocate to a different level, the last recorded occurrence of Phenomenon 34 happening was on the 20th of February, 2013, when a piece of Level 21 broke off and fell into Level 17.
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in Level 37 due to him getting infected by the Hydrolitis Plague
**The Level key in Ethan’s possession was left and lost inside of Ethan’s base on Level 137
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas’ possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in Level 5’s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels 37 and [[58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key’s respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key’s from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key’s respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key’s have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level’s key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3’s key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from phenomenon 34. As well as Level 0’s key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key’s owner, the Level Key was left and lost inside of Ethan’s base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander’s companions on the 4th of January, 2017.
* Level 37
** Level 37’s Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37’s pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58’s Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of level's 3, 4 and 21 keys.
[[File:Level keys.png|center|right|A artist's illustration of the level keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[Xboy1]], [[Beaconhair2226]] and [[GogurteGuy]].
Level 0 image by Gogurte
level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]]
84df16c9c4b0b1a986239e41583c407e360bd9c7
54
52
2024-05-18T21:12:18Z
EquinoxLR
11
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level keys"}}
'''{{Class 0|Usfulness = Staple|Safety = +|Ubiquity = 0.5}}
no object classes yet lol
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a Phenomenon 34.
Phenomenon 34 is a very rare phenomenon that can happen randomly; Phenomenon 34 is very unpredictable if one suspects an area of a level they’re inhabiting, it is best to relocate to a different level, the last recorded occurrence of Phenomenon 34 happening was on the 20th of February, 2013, when a piece of Level 21 broke off and fell into Level 17.
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in Level 37 due to him getting infected by the Hydrolitis Plague
**The Level key in Ethan’s possession was left and lost inside of Ethan’s base on Level 137
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas’ possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in Level 5’s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels 37 and [[58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key’s respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key’s from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key’s respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key’s have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level’s key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3’s key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from phenomenon 34. As well as Level 0’s key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key’s owner, the Level Key was left and lost inside of Ethan’s base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander’s companions on the 4th of January, 2017.
* Level 37
** Level 37’s Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37’s pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58’s Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of level's 3, 4 and 21 keys.
[[File:Level keys.png|center|right|A artist's illustration of the level keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[Xboy1]], [[Beaconhair2226]] and [[GogurteGuy]].
Level 0 image by Gogurte
level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
7ced8360a8cd84a8aa9c398c8eb3d70df47a160f
Object List
0
33
53
48
2024-05-18T21:11:42Z
EquinoxLR
11
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Almond Water|Object 1]] - "Almond Water"
[[Object 2]] - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
Object 5 - "Carpet Fluid"
Object 6 - "Moth Jelly"
Object 7 - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
Object 11 - "Blackfire Powder"
Object 12 - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
Object 15 - "Fire Salt"
Object 16 - "Royal Rations"
Object 17 - "Liquid Silence"
Object 18 - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
Object 31 - "Musical Guns"
Object 32 - [EMPTY SPOT]
Object 33 - "Mono-Cola"
Object 34 - [EMPTY SPOT]
Object 35 - "Bremos-Chloren"
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
Object 49 - [EMPTY SPOT]
Object 50 - "Placeholder"
===== More Objects coming soon! =====
37ced93457cad903642ba049fa6b41bafa65104d
59
53
2024-05-19T00:05:31Z
Xboy1
2
/* 1-30: */
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Object 1]] - "Almond Water"
[[Object 2]] - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
Object 5 - "Carpet Fluid"
Object 6 - "Moth Jelly"
Object 7 - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
[[Object 11]] - "Blackfire Powder"
[[Object 12]] - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
Object 15 - "Fire Salt"
Object 16 - "Royal Rations"
Object 17 - "Liquid Silence"
Object 18 - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
Object 31 - "Musical Guns"
Object 32 - [EMPTY SPOT]
Object 33 - "Mono-Cola"
Object 34 - [EMPTY SPOT]
Object 35 - "Bremos-Chloren"
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
Object 49 - [EMPTY SPOT]
Object 50 - "Placeholder"
===== More Objects coming soon! =====
2c0588bf7c89a69f365345249a89b20ffbcadab0
Entity List
0
32
55
44
2024-05-18T23:31:42Z
Xboy1
2
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
[[Entity 4]] - "Death Moths"
Entity 5 - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
011383c57628dd11384a84ca7dd68433feda0987
Level 1
0
25
56
36
2024-05-19T00:02:55Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1: "Lurking Danger"}}
{{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances}}
== Description ==
[[File:Underground area of condominium.jpg|thumb|The Parking Lot of '''Level 1'''.]]
'''Level 1''', also known as "Lurking Danger," or "Habitable Zone," is the first level with supplies and resources to be sustainable for long-term stay. The level is thought to have infinite floors, but they progressively get more difficult to access the farther up they are. The highest floor anyone has found is 127, but other people have claimed to reach beyond that. Staircases and elevators have been found that lead between floors.
'''Level 1''' is mostly Euclidean, but the rare areas that aren't have really strong and confusing non-Euclidean effects. Hallways twisting and looping in strange ways, traveling short distances but ending up far away, and many other phenomena have been observed.
Crates that randomly appear and disappear can contain useful items such as [[Object 1|Almond Water]], food items, and weapons. The crates can also contain stranger items such as human hair, car engines, and live rats. If any items are put into a crate, they will stay there, even after the crate disappears and reappears. However, if an item is taken out of the crate, another random item will be put in it when it reappears to fill its place.
Occasionally, a Blackout Event can occur. A Blackout Event is a phenomenon in '''Level 1''' where all energy sources stop working, turning off the lights and anything else that requires electricity. During this event, entities will start to appear. A Blackout Event can last anywhere from 8 minutes to 20 hours, and this also applies to the time between Blackout Events.
'''Level 1''' has two distinct areas, the Parking Lot, and the Warehouse.
=== The Parking Lot ===
The Parking Lot is the first area of '''Level 1''', and is the area almost all of the known entrances are. It has pillars marked with letters to signify the section of the Parking Lot. Fluorescent lights are attached to the walls and pillars, and their brightness can vary in different sections, ranging from blindingly bright to completely turned off.
Some areas of the Parking Lot have a strange anomaly of appearing as if they were duplicated repeatedly, creating an odd looping effect. Some investigations have shown that these areas could be copied perfectly down to a molecular level.
A thick fog lingers in the Parking Lot, and condenses to form puddles of water on the ground. Car tracks are often seen on the floors, despite there being no cars in the level. Machinery can be heard from behind the walls, and it is speculated that it provides power to the level. This is further supported by the fact that the noise stops during a Blackout Event.
=== The Warehouse ===
[[File:Level 1 Warehouse.jpg|thumb|The Warehouse of '''Level 1'''.]]
The Warehouse is the main area of '''Level 1''', and contains the most supplies. There are many hallways, rooms, and even maze-like areas. There are often doors that lead into different hallways, rooms, and completely different parts of the Warehouse. The Warehouse is a part of anywhere above the third floor.
Different parts of the Warehouse wildly vary in look and design. The walls and floor change material to concrete, bricks, and metal, and also vary in color, being white, gray, or beige. The lights are either white, yellow, and rarely blue. Some areas even have an architectural structure that resembles a basement more than a warehouse.
The Warehouse has many crates on the floor and on shelves found all around the Warehouse. The crates also have more useful items, but more entities appear during blackouts, and, since it is more enclosed, they are harder to avoid.
== Entities ==
Most entities only appear during a Blackout Event. These entities include [[Smilers]], [[Hounds]], [[Skin-Stealers]], [[Dullers]], and [[Facelings]]. Entities that can appear without there being a blackout are [[Wretches]] and [[Windows]].
== Colonies & Outposts ==
Due to '''Level 1''' being so safe and being one of the first levels most people access, several wanderers have settled here and choose not to explore beyond '''Level 1''', resulting in many bases and colonies that are not documented here.
=== [[M.E.G.]] Base Alpha ===
The most important base of the [[M.E.G.]], and is where over half of the members reside. It was established just a few days after the [[M.E.G.]] was in 1998. It is heavily guarded and protected, and is where the most important items are stored. They give new wanderers important information on the Backrooms.
== Entrances and Exits ==
=== Entrances ===
* No-clipping through a dark wall in [[Level 0]] will lead here.
=== Exits ===
* Going down a long hallway will eventually lead to [[Level 2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image (the Parking Lot): [https://www.flickr.com/photos/67458903@N05/14070865988 003] by SunCon photos is released under CC-BY-2.0
First image (the Warehouse): [https://www.flickr.com/photos/trondheim_byarkiv/10998312184/ Dora 1 - Interiør på bakkenivå (2013)] by Municipal Archives of Trondheim is released under CC-BY-2.0
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
a6be5d223b620fc6e8bd49c1c2ea27ec1dce595b
Object 1
0
31
57
43
2024-05-19T00:04:18Z
Xboy1
2
Xboy1 moved page [[Almond Water]] to [[Object 1]]: titling consistency
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
Object classes not yet made.
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If the '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as Almond Water needs a lot of time to unfreeze.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
=== AUTHORS: Beaconhair2226 ===
ea9f0578ba7d43ad4858623f9745cefb7e1e00af
Almond Water
0
37
58
2024-05-19T00:04:18Z
Xboy1
2
Xboy1 moved page [[Almond Water]] to [[Object 1]]: titling consistency
wikitext
text/x-wiki
#REDIRECT [[Object 1]]
41d10ad7a45a463290686b3af0256d0c6784fa3b
File:Class 0.png
6
38
60
2024-05-19T00:45:47Z
Xboy1
2
wikitext
text/x-wiki
Class 0 Icon
e4f3870779541722d93b9e53a623fb0425d850f6
Template:Class 0
10
14
61
17
2024-05-19T00:51:48Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #5D8289 0%, #76A5AF 40%); border:6px solid #134F5C; border-radius: 5px">
[[File:Class 0.png|right|200px]]
<span style="color: #134F5C;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#134F5C;font-size:24px;padding:0px 5px>Class 0</span></div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|0/5 - Calming Environment}}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|0/5 - Effortless Exits }}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|0/5 - Devoid of Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 0]]
c15fe7ebb3b871bed1830ae3224be2cb2979d96c
File:Class 1.png
6
39
62
2024-05-19T00:59:55Z
Xboy1
2
wikitext
text/x-wiki
Class 1 Icon
85dd95f98c483e9e2f97d6ba53f8cc1477ba3fb6
Template:Class 1
10
15
63
18
2024-05-19T01:00:39Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #00DD00 0%, #00FF00 40%); border:6px solid #38761D; border-radius: 5px">
[[File:Class 1.png|right|200px]]
<span style="color: #38761D;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#38761D;font-size:24px;padding:0px 5px>Class 1</span></div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|1/5 - Safe Environment}}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|1/5 - Common Exits }}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|1/5 - Rare Entity Appearances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 1]]
81c7bfc2835f6781619bd459de1bcc690ca12dbb
File:Class 2.png
6
40
64
2024-05-19T01:04:07Z
Xboy1
2
wikitext
text/x-wiki
Class 2 Icon
9f8ddd19ffab3b8ebc37d440bbf945bc1356ea08
Template:Class 2
10
16
65
19
2024-05-19T01:04:17Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #D8AD2D 0%, #F1C232 40%); border:6px solid #7F6000; border-radius: 5px">
[[File:Class 2.png|right|200px]]
<span style="color: #7F6000;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#7F6000;font-size:24px;padding:0px 5px>Class 2</span></div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|2/5 - Unsafe Environment}}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|2/5 - Uncommon Exits }}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|2/5 - Uncommon Entity Appearances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 2]]
7ec2b274d48db101e903d5d8616774cac8c8c469
File:Class 3.png
6
41
66
2024-05-19T01:07:33Z
Xboy1
2
wikitext
text/x-wiki
Class 3 Icon
a50ed0416b181a984d33c7da751a734534a96941
Template:Class 3
10
17
67
20
2024-05-19T01:07:50Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px">
[[File:Class 3.png|right|200px]]
<span style="color: #783F04;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|3/5 - Dangerous Environment}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|3/5 - Rare Exits }}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|3/5 - Common Entity Apperances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 3]]
4a43d7048724178d5679c11b1be9f313e8503eba
File:Class 4.png
6
42
68
2024-05-19T01:11:05Z
Xboy1
2
wikitext
text/x-wiki
Class 4 Icon
af5db92e02f23d61939511e215745086fbdd0fd0
Template:Class 4
10
18
69
21
2024-05-19T01:11:12Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px">
[[File:Class 4.png|right|200px]]
<span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|4/5 - Very Dangerous Environment}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|4/5 - Extremely Rare Exits }}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|4/5 - Frequent Entity Apperances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 4]]
281aa42fc2abc0e7b0c23d2f33a475cf5ccc5ea7
File:Class 5.png
6
43
70
2024-05-19T01:17:03Z
Xboy1
2
wikitext
text/x-wiki
Class 5 Icon
9e857f3371e2f3cedf20aa8e2b6d9796aef0a573
Template:Class 5
10
19
71
22
2024-05-19T01:17:52Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #CC0000 0%, #FF0000 40%); border:6px solid #660000; border-radius: 5px">
[[File:Class 5.png|right|200px]]
<span style="color: #660000;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#660000;font-size:24px;padding:0px 5px>Class 5</span></div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|5/5 - Treacherous Environment}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|5/5 - Near-Impossible Exits}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|5/5 - Entity Infestation}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 5]]
2733dae8122fb7de531a47d0a06c66e043bfdf1b
Level 790
0
26
72
40
2024-05-19T03:34:23Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
bebc7eb247ed7caf13003933843cc3309b0c7a78
73
72
2024-05-19T03:34:38Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
Description
Level 790, also known as Disguised Finale, takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
9ff5cdeb1cfb0cb96abe01dfb1d778c8ed69aacd
74
73
2024-05-19T03:34:50Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
Description
Level 790, also known as Disguised Finale, takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
363de8028691e182d00995c5945694ca4747c46b
75
74
2024-05-19T03:37:11Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
<big>Description</big>
'''Level 790''', also known as Disguised Finale, takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
accb270fc368d8712aa3877fd72f64de0c36805b
76
75
2024-05-19T03:37:22Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
<big>Description</big>
'''Level 790''', also known as Disguised Finale, takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
821c8147e897cd0f6bc854318101177158a9fbcb
79
76
2024-05-19T03:57:58Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
e46407e398e49691d91e3e91090cdf9c14c6095e
82
79
2024-05-19T04:30:10Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
8aa8899188e38a718a23cc1a4499f7d03a5da94c
83
82
2024-05-19T04:31:49Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|50px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
57b84e8ead6a6edafd531f29a02ca6a0b6a32fa9
84
83
2024-05-19T04:32:21Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|240px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
31dbad44310b790e1f5e942fb697836e3960c051
85
84
2024-05-19T04:32:58Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
474f26590d3ea4e7a91eeb7094e156ad7732984a
86
85
2024-05-19T04:33:21Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=05?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
e98102f3123352300f2f4ad22ce883d08b08cfbb
87
86
2024-05-19T04:33:34Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
474f26590d3ea4e7a91eeb7094e156ad7732984a
90
87
2024-05-19T04:38:08Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
3acdce038128da704b3616d92b703faa194c579a
92
90
2024-05-19T04:38:29Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
474f26590d3ea4e7a91eeb7094e156ad7732984a
94
92
2024-05-19T04:38:59Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=5/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
3750d9d44418acbee9755b9b1a8a131200710b09
95
94
2024-05-19T04:39:09Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creatures=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
474f26590d3ea4e7a91eeb7094e156ad7732984a
96
95
2024-05-19T04:41:38Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
ad406d402acd45ee5f29492c6c7705b7ff1069ce
97
96
2024-05-19T04:43:27Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px]]The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
e35febe5cc00458fa02682539a872431189920b0
99
97
2024-05-19T04:44:40Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|caption]]The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
aed0a9c78475250029f0456e08b3cc7c038cb799
100
99
2024-05-19T04:47:25Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
597111132b8baeb1c4ed81e74a7640f1b325eb54
File:Class Deadzone.png
6
44
77
2024-05-19T03:47:08Z
Xboy1
2
wikitext
text/x-wiki
Class Deadzone Icon
ffec52bbbdd373fbd8627d78744fdcc3f3a17b34
Template:Class Deadzone
10
45
78
2024-05-19T03:47:33Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #353535 0%, #434343 40%); border:6px solid black; border-radius: 5px"> [[File:Class Deadzone.png|right|200px]] <span style="color: black;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:black;font-size:24px;padding:0px 5px>Class Deadzone</span></div> <div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #353535 0%, #434343 40%); border:6px solid black; border-radius: 5px">
[[File:Class Deadzone.png|right|200px]]
<span style="color: black;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:black;font-size:24px;padding:0px 5px>Class Deadzone</span></div>
<div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|5/5 - Toxic Environment}}}'''</div>
<div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|5/5 - Dead End}}}'''</div>
<div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|5/5 - Presence of Lethal Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Deadzone]]
fa42bd46234aabb89bc74d3d2927cf7c16890dcc
Template:Author
10
46
80
2024-05-19T04:19:18Z
Xboy1
2
Created page with "{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information</span>|final=<span style="color:green">^ Close Author and Licensing Information</span>|body= Author: {{{1|Author Name Here}}} {{{2|[https://lostrealities.miraheze.org Replace with source link and name] by (Image Creator) is released under COPYRIGHT-LICENSE}}} }}"
wikitext
text/x-wiki
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information</span>|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: {{{1|Author Name Here}}}
{{{2|[https://lostrealities.miraheze.org Replace with source link and name] by (Image Creator) is released under COPYRIGHT-LICENSE}}}
}}
e107a3afc86cd72e8b57228d9816ff43bcc3eaa7
Level 0
0
23
81
33
2024-05-19T04:26:08Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 0: "The Lobby"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.''
''God save you if you hear something wandering around nearby, because it sure as hell has heard you…"''
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}
== Description ==
[[File:Level 0.png|thumb|The first known picture of '''Level 0''', and, by extension, the Backrooms.]]
'''Level 0''', also known as "The Lobby" or "The Backrooms," is the first level of the Backrooms, and is the most common to encounter. It is a seemingly endless complex of rooms and hallways arranged in a maze-like structure. The appearance of '''Level 0''' vaguely resembles an office, with a tiled ceiling and walls too short to reach the ceiling, similar to cubicles. There are vents on the walls and ceiling, but no air comes out of them. Electrical outlets are also on the walls, but they provide no power. The outlets have no consistent design, and each one looks like an outlet from a different country and time period.
There are fluorescent lights placed inconsistently on the ceiling, and they buzz so loudly that many say that the sound alone can drive wanderers insane. Some lights flicker periodically at presumably random intervals. The carpet is saturated with a liquid named Carpet Fluid, making it feel moist and damp. Carpet Fluid is not safe to drink; it will cause extreme sickness and nausea and will be fatal if too much is consumed. The walls are coated in yellow wallpaper with a brown-ish design that varies throughout the level. The most common designs for the wallpaper are arrows, dots, stripes, and floral patterns, although hundreds of other patterns have been confirmed to appear in '''Level 0'''.
'''Level 0''' has very confusing and non-Euclidean geometry, which can lead to some very strange scenarios regarding travel. It is common to walk in a straight line and appear at the starting point, or to move in what would normally be a loop and end up in a completely different area. This poses a risk to sanity, as one could lose a sense of progression and feel as if there was no way out.
'''Level 0''' has an effect that makes it impossible to meet any other wanderer in the level. If a group enters '''Level 0''', they will be split up and separated until the level is exited. This can make someone unaware of the Backrooms experience an intense feeling of isolation, and this will only get stronger as time goes on as they discover the sheer vastness of the level.
Devices such as GPS locators, compasses, and clocks do not function properly in '''Level 0''', being inaccurate and inconsistent. Radio signals and wifi also do not work, thus making it impossible to get into contact with anyone or anything outside of the level.
Hallucinations are a very common occurrence in '''Level 0'''. These hallucinations can cause immense amounts of anxiety and paranoia. These hallucinations include, but are not limited to:
* Déjà vu.
* Sounds such as scratching, knocking, and scuttering.
* False exits, such as doors, stairwells, or ladders. These exits usually appear far away and disappear after one has looked away, blinked, or gotten too close.
* Movement in the peripheral vision of strange creatures, with exact descriptions varying from person to person.
* Human speech in an unknown, unintelligible language.
Exits in '''Level 0''' are known to be extremely hard to find, and most wanderers take days or even weeks to find one. There is also no way to find supplies or any kind of sustenance in the level, making those who come here unprepared almost guaranteed to die. Billions of people are presumed to have died in '''Level 0''', but their bodies have never been found due to properties that make other wanderers impossible to find. Despite there being no inherent danger, '''Level 0''' has claimed the title of being the most fatal level of the Backrooms.
Because of these factors, '''Level 0''' was thought to be the only level of the Backrooms for hundreds of years. This was until there was a massive influx of missing person reports in the late 90’s. This caused one group to investigate what was just an urban legend at the time. This group formed what is now the [[M.E.G.]], and [[Level 1]] was later discovered. After [[Level 1]], the discovery of [[Level 2]] followed shortly after. Then all of the rest.
The Backrooms went deeper than anyone could imagine.
=== Red Rooms ===
[[File:The Red Rooms.png|thumb|The Red Rooms of '''Level 0'''.]]
"The Red Rooms" is the name given to certain areas in '''Level 0''' that have red lights instead of the typical yellow found in the rest of the level. Everything else about the physical appearance of the Red Rooms is exactly the same as the rest of '''Level 0'''. The red lights often make the surroundings look red, but they actually still retain their typical yellow color.
The Red Rooms have all of the normal effects other areas of '''Level 0''' have, but they are several times more powerful. Hallucinations are much more common, the non-Euclidean effects are even more confusing and amplified, and it is also harder to find an exit both out of the Red Rooms and out of the level. Consequently, it is much easier to go insane in the Red Rooms, and it is advised to stay as far away from them as possible.
== Entities ==
It is unknown if there are entities in '''Level 0'''. There have been many reports of them, but they have been inconsistent and no supporting evidence currently exists. For now, it is recommended to travel '''Level 0''' with caution.
== Colonies & Outposts ==
Due to '''Level 0'''<nowiki>'</nowiki>s lack of resources and isolating effects, no colonies or outposts currently exist.
== Entrances and Exits ==
=== Entrances ===
* No-clipping out of reality from [[the Frontrooms]] will lead here.
=== Exits ===
* No-clipping through a dark wall will lead to [[Level 1]].
* Breaking a wall and going through it will lead to [[Level -1]].
* A certain room may appear nearby at complete random. This room is about 10 by 10 meters, has 2 pillars and a door at the center of one of the walls. Going through this door will lead to the [[Manila Room]].
* Spending too much time in the Red Rooms is likely to send one to [[Level 0.1]].
* No-clipping after suffering a wound for at most 2 hours will lead to [[Level 0.2]].
----
{{Author|[[User:Xboy1|Xboy1]]|First image, "The Backrooms," is from an unknown source.
Second image, "The Redrooms": [https://scutoidbox.wdfiles.com/local--files/red-rooms/eggrooms-2.jpg Eggrooms 2] by egglord is released under CC-BY-SA-3.0
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
f0de8fe6894270ae060e7cbaa8b3212bc6148673
File:Class Undetermined.png
6
47
91
2024-05-19T04:38:25Z
Xboy1
2
wikitext
text/x-wiki
Class Undetermined Icon
e6a48ec3ba7810cffdc45e3faf7df1805267df0a
Template:Class Undetermined
10
48
93
2024-05-19T04:38:36Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px"> [[File:Class Undetermined.png|right|200px]] <span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#434343;font-size:24px;padding:0px 5px>Class Deadzone</span></div> <div style="color:#434343; font-size:20px; margin-left: 30px; margi..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class Undetermined.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class Deadzone</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|5/5 - Toxic Environment}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|5/5 - Dead End}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|5/5 - Presence of Lethal Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Undetermined]
5a8db7c2328834fc7261c3489ebc1d8a420412d4
98
93
2024-05-19T04:43:36Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class Undetermined.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class Undetermined</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|4/5? - Concealed Appearance}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|4/5? - Scarce Information}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|4/5? - Undocumented Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Undetermined]
fe931252949816c5d15296439f531212a30392f9
File:Black.png
6
49
101
2024-05-19T04:56:44Z
Xboy1
2
wikitext
text/x-wiki
Black
b406fb57b29fc76f71864fbb37f0238045f84d9d
Level 6
0
50
102
2024-05-19T05:01:15Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Level 6: "Lights Out"}} {{Class Undetermined|environment=4/5? - Sensory Deprivation|exit=4/5 - Grueling Navigation|creature=2/5 - Undocumented Entities}} == Description == [[File:Black.png|thumb|An attempt to photograph '''Level 6'''.]] '''Level 6''', also known as "'''Lights Out'''," is shrouded in complete darkness, with no known way to bring light to the level. Initially, it was thought that any light sources had no function '''Level 6''', but it was la..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 6: "Lights Out"}}
{{Class Undetermined|environment=4/5? - Sensory Deprivation|exit=4/5 - Grueling Navigation|creature=2/5 - Undocumented Entities}}
== Description ==
[[File:Black.png|thumb|An attempt to photograph '''Level 6'''.]]
'''Level 6''', also known as "'''Lights Out'''," is shrouded in complete darkness, with no known way to bring light to the level. Initially, it was thought that any light sources had no function '''Level 6''', but it was later revealed that light itself simply doesn’t exist in '''Level 6''', so even things like night vision and thermal imaging devices would only be helpful after exiting the level. Due to the absence of light, it’s difficult to get information on '''Level 6''' and what’s inside of it.
'''Level 6''' consists of a complex of hallways and rooms of an indeterminate size. The floor is made out of metal, and the walls and ceiling are made out of concrete. '''Level 6'''’s structure makes it even more confusing to navigate, with turns at unnatural angles, several dead ends, and hallways often leading back to the same spot.
Many people have reported areas where they temporarily lose other senses as well, sometimes multiple at the same time. People often experience hallucinations with a sense shortly before losing it, such as ringing in the ears, or a tingling sensation in the hands. These areas are rare and small most of the time, but are very dangerous due to it being extremely difficult to navigate through. One should exit the area as soon as possible if they begin to experience the hallucinations stated before.
Because of these factors, many people experience hallucinations, paranoia, and eventually end up going insane. Any wanderer going into '''Level 6''' should bring a lot of Almond Water for the best chance of survival. However, even with this, '''Level 6''' is still extremely dangerous, and should be avoided as much as possible.
== Entities ==
While many people report entities in '''Level 6''', most are just rumored and unconfirmed as people who report them could be hallucinating. Below is a list of both confirmed and unconfirmed entities in '''Level 6'''.
=== [[Entity 15|Wretches]] ===
The first confirmed entity in '''Level 6'''. Since so many people go insane in '''Level 6''', Wretches are fairly common. However, the effects of '''Level 6''' still apply to them, so they will still be blind and have trouble finding their way through the level. It is advised to stay far away from any noises that seem like it may come from a Wretch.
=== Mimicry ===
The second confirmed entity in '''Level 6'''. The Mimicry are an entity exclusive to '''Level 6''' that mimic voices and sounds to lure in prey. Many have even said that they can mimic the voices of loved ones, but it is unknown if this is true. It is currently unknown what the Mimicry look like or what their biology is, but many have hypothesized that they are other known entities, presumably Wretches or Skin Stealers, that adapted to the darkness and evolved to have new abilities.
=== Spectator ===
The only documented unconfirmed entity in '''Level 6'''. The Spectator is an entity believed to only reside in '''Level 6'''. The Spectator only targets one person at a time, and it is thought that only one is present in the level. The Spectator will follow its target around, traveling closely behind them, and make heavy breathing sounds around them. The target will begin to feel very paranoid when the Spectator is around. If the target turns around, the breathing noises and the paranoid feeling will go away, but as they go on, it will slowly and gradually return. After a while, the Spectator will begin to make the target see visual hallucinations, such as exit doors and glimpses of light. If the wanderer tries to approach these hallucinations, they will vanish. This could be a major sanity hazard, and it is important to stay focused and to make sure not to be fooled.
The Spectator is currently unconfirmed, as it is likely that these properties could just be hallucinations. However, it is still listed here due to a recent influx of reports that makes some suspicious that it may not be a coincidence.
== Colonies and Outposts ==
Due to '''Level 6'''<nowiki>'</nowiki>s immense danger and unsuitability to life, no colonies and outposts exist.
== Entrances and Exits ==
=== Entrances ===
* The main way of entering is going down a staircase in the boiler rooms of [[Level 5]].
* Doors labeled "basement" in [[Level 4]] will open to a staircase leading down into '''Level 6'''.
=== Exits ===
* Stepping in a water puddle will cause one to noclip through the ground into [[Level 7]].
* Finding a staircase with a steel door at the end and entering it will send one to [[Level 17]].
* A specific gap in the floor located approximately 500 meters west from [[Level 5]]’s entrance will lead to [[the Hive]]. '''Do not attempt this.''' It is listed here to know what ''not'' to do.
f48d66db34c92b9a9857a91d4100310e97085c52
105
102
2024-05-19T05:05:17Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 6: "Lights Out"}}
{{Class Undetermined|environment=4/5? - Sensory Deprivation|exit=4/5 - Grueling Navigation|creature=2/5 - Undocumented Entities}}
== Description ==
[[File:Black.png|thumb|An attempt to photograph '''Level 6'''.]]
'''Level 6''', also known as "'''Lights Out'''," is shrouded in complete darkness, with no known way to bring light to the level. Initially, it was thought that any light sources had no function '''Level 6''', but it was later revealed that light itself simply doesn’t exist in '''Level 6''', so even things like night vision and thermal imaging devices would only be helpful after exiting the level. Due to the absence of light, it’s difficult to get information on '''Level 6''' and what’s inside of it.
'''Level 6''' consists of a complex of hallways and rooms of an indeterminate size. The floor is made out of metal, and the walls and ceiling are made out of concrete. '''Level 6'''’s structure makes it even more confusing to navigate, with turns at unnatural angles, several dead ends, and hallways often leading back to the same spot.
Many people have reported areas where they temporarily lose other senses as well, sometimes multiple at the same time. People often experience hallucinations with a sense shortly before losing it, such as ringing in the ears, or a tingling sensation in the hands. These areas are rare and small most of the time, but are very dangerous due to it being extremely difficult to navigate through. One should exit the area as soon as possible if they begin to experience the hallucinations stated before.
Because of these factors, many people experience hallucinations, paranoia, and eventually end up going insane. Any wanderer going into '''Level 6''' should bring a lot of Almond Water for the best chance of survival. However, even with this, '''Level 6''' is still extremely dangerous, and should be avoided as much as possible.
== Entities ==
While many people report entities in '''Level 6''', most are just rumored and unconfirmed as people who report them could be hallucinating. Below is a list of both confirmed and unconfirmed entities in '''Level 6'''.
=== [[Entity 15|Wretches]] ===
The first confirmed entity in '''Level 6'''. Since so many people go insane in '''Level 6''', Wretches are fairly common. However, the effects of '''Level 6''' still apply to them, so they will still be blind and have trouble finding their way through the level. It is advised to stay far away from any noises that seem like it may come from a Wretch.
=== Mimicry ===
The second confirmed entity in '''Level 6'''. The Mimicry are an entity exclusive to '''Level 6''' that mimic voices and sounds to lure in prey. Many have even said that they can mimic the voices of loved ones, but it is unknown if this is true. It is currently unknown what the Mimicry look like or what their biology is, but many have hypothesized that they are other known entities, presumably Wretches or Skin Stealers, that adapted to the darkness and evolved to have new abilities.
=== Spectator ===
The only documented unconfirmed entity in '''Level 6'''. The Spectator is an entity believed to only reside in '''Level 6'''. The Spectator only targets one person at a time, and it is thought that only one is present in the level. The Spectator will follow its target around, traveling closely behind them, and make heavy breathing sounds around them. The target will begin to feel very paranoid when the Spectator is around. If the target turns around, the breathing noises and the paranoid feeling will go away, but as they go on, it will slowly and gradually return. After a while, the Spectator will begin to make the target see visual hallucinations, such as exit doors and glimpses of light. If the wanderer tries to approach these hallucinations, they will vanish. This could be a major sanity hazard, and it is important to stay focused and to make sure not to be fooled.
The Spectator is currently unconfirmed, as it is likely that these properties could just be hallucinations. However, it is still listed here due to a recent influx of reports that makes some suspicious that it may not be a coincidence.
== Colonies and Outposts ==
Due to '''Level 6'''<nowiki>'</nowiki>s immense danger and unsuitability to life, no colonies and outposts exist.
== Entrances and Exits ==
=== Entrances ===
* The main way of entering is going down a staircase in the boiler rooms of [[Level 5]].
* Doors labeled "basement" in [[Level 4]] will open to a staircase leading down into '''Level 6'''.
=== Exits ===
* Stepping in a water puddle will cause one to noclip through the ground into [[Level 7]].
* Finding a staircase with a steel door at the end and entering it will send one to [[Level 17]].
* A specific gap in the floor located approximately 500 meters west from [[Level 5]]’s entrance will lead to [[the Hive]]. '''Do not attempt this.''' It is listed here to know what ''not'' to do.
{{Author|[[User:Xboy1|Xboy1]]|}}
c7863f12719398a7999c8b89aa40e186dc2b1800
Template:Class Undetermined
10
48
103
98
2024-05-19T05:01:51Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class Undetermined.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class Deadzone</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|4/5? - Concealed Appearance}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|4/5? - Scarce Information}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|4/5? - Undocumented Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Undetermined]]
dbd51a7ceecf152e88578d1e7133f25586d82299
104
103
2024-05-19T05:04:31Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class Undetermined.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class Undetermined</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|4/5? - Concealed Appearance}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|4/5? - Scarce Information}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|4/5? - Undocumented Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Undetermined]]
2aa5b677605871b93841afc1130511790409ba20
Level 790
0
26
106
100
2024-05-19T05:17:56Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
{{Author|[[User:Reformed Fun Dip|Xboy1]]|}}
e122eec14e43ec26d9fd2d3189cf3a49813ec83e
107
106
2024-05-19T05:19:12Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
{{Author|[[User:Backrooms writer|Reformed Fun Dip]]|}}
5f9a83f3736c67c2f0ecc42f4bcf154a286db051
108
107
2024-05-19T06:03:59Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
{{Author|[[User:Backrooms writer|Reformed Fun Dip]]|}}
Image show above:https://commons.wikimedia.org/wiki/File:Linton_village_hall_in_the_snow_-_geograph.org.uk_-_2207041.jpg
f0b9521f81104bfb5d446ae21502e865f8ccef5a
109
108
2024-05-19T06:07:00Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image (the Parking Lot): [https://www.flickr.com/photos/67458903@N05/14070865988 003] by SunCon photos is released under CC-BY-2.0
First image (the Warehouse): [https://www.flickr.com/photos/trondheim_byarkiv/10998312184/ Dora 1 - Interiør på bakkenivå (2013)] by Municipal Archives of Trondheim is released under CC-BY-2.0
}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
8bf88e79c39af9a6eeea37a05b1f0e27522df55e
110
109
2024-05-19T06:11:24Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
Image shown above: [https://commons.wikimedia.org/wiki/File:Linton_village_hall_in_the_snow_-_geograph.org.uk_-_2207041.jpg] by Geograph and is released under CC-BY-2.0
}}
[[Category:Backrooms]]
f301f0ae801289cabe134c4bffb6f6f20f04e060
111
110
2024-05-19T06:12:24Z
Reformed Fun Dip
7
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Backrooms writer|Reformed Fun Dip]]
Image shown above: [https://commons.wikimedia.org/wiki/File:Linton_village_hall_in_the_snow_-_geograph.org.uk_-_2207041.jpg] by Geograph and is released under CC-BY-2.0
}}
[[Category:Backrooms]]
f612424ac8ec310473ead17bc4bdc8ca32c7c8ed
File:Level 7.jpg
6
51
112
2024-05-19T07:04:31Z
Xboy1
2
wikitext
text/x-wiki
Level 7 of the Backrooms.
0bb587314d30a27042372028a14b7729724667c8
Object List
0
33
113
59
2024-05-19T07:34:58Z
Beaconhair2226
12
/* 31-50: */
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Object 1]] - "Almond Water"
[[Object 2]] - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
Object 5 - "Carpet Fluid"
Object 6 - "Moth Jelly"
Object 7 - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
[[Object 11]] - "Blackfire Powder"
[[Object 12]] - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
Object 15 - "Fire Salt"
Object 16 - "Royal Rations"
Object 17 - "Liquid Silence"
Object 18 - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
[[Musical Guns|Object 31]] - "Musical Guns"
Object 32 - [EMPTY SPOT]
[[Mono-Cola|Object 33]] - "Mono-Cola"
Object 34 - [EMPTY SPOT]
[[Bremos Chloren|Object 35]] - "Bremos-Chloren"
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
[[Cookbook from Hell|Object 49]] - "Cookbook from Hell"
[[Placeholder|Object 50]] - "Placeholder"
===== More Objects coming soon! =====
450b4613631746b2b953aa63d3eb653d7174bb0e
Level 7
0
52
114
2024-05-19T07:51:54Z
Xboy1
2
Created page with "{{DISPLAYTITLE:'''Level 7''': "Thalassophobia}} {{Class 3|exit=4/5 - Grueling Navigation|creature=1/5? - Scarce Information}} == Description == [[File:Level 7.jpg|thumb|A photograph of '''Level 7'''.]] '''Level 7''', also known as “Thalassophobia,” is a seemingly endless expanse of a deep ocean. It is around 6000 meters (20,000ft) deep. Many islands can be found scattered throughout '''Level 7'''. The ocean is completely devoid of life, besides the rumored Thing on..."
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 7''': "Thalassophobia}}
{{Class 3|exit=4/5 - Grueling Navigation|creature=1/5? - Scarce Information}}
== Description ==
[[File:Level 7.jpg|thumb|A photograph of '''Level 7'''.]]
'''Level 7''', also known as “Thalassophobia,” is a seemingly endless expanse of a deep ocean. It is around 6000 meters (20,000ft) deep. Many islands can be found scattered throughout '''Level 7'''. The ocean is completely devoid of life, besides the rumored Thing on '''Level 7'''. The water is very cold, being around 45° Fahrenheit at the surface. (7° Celsius.) Strangely, the water doesn’t freeze when below its typical freezing point, letting it get to extremely frigid temperatures farther below. Some strange properties in '''Level 7''' make it easier to traverse, such as one being able to hold their breath for several hours, the water being lighter, their body adapting to the high pressures deeper down, etc.
'''Level 7''' has a full water cycle and a day-night cycle. A full day lasts 22 hours, slightly less than on Earth.
Flooded houses of varying styles can be found interspersed throughout the ocean, some completely sunken and others only submerged a few inches in the water. Some houses are submerged, but don’t sink to the ocean floor. The tides and waves of the ocean carry the houses all around '''Level 7''', and none ever stay in the same place. It’s unknown how some houses are able to float despite being so heavy. In some rare cases, a house could be so buoyant that it wouldn’t be submerged at all, and little to no water gets in. The entrance of the level will always be in a house that’s only partially submerged underwater.
'''Level 7''' has 4 layers, similar to [[the Frontrooms]]' oceans.
The Epipelagic Zone, also known as the Daylight Zone, is the layer at the very top of the ocean. This layer goes from 0 meters to 200 meters deep. (0 feet to 650 feet.) It contains the most houses, and is overall the safest area of '''Level 7'''. Furniture can often be found floating near and on the surface from houses below the water.
The Mesopelagic Zone, also known as the Twilight Zone, is the second layer of the ocean. This layer goes from 200 meters to 1000 meters deep. (650 feet to 3,300 feet.) This is where the ocean starts to get dark, and where temperatures go below freezing. Ominous sounds can also be occasionally heard echoing through the waters, resembling things such as whale calls and metal crashes, albeit with great differences and distortions. These sounds have no known source, despite the attempts to discover it, making the noises even more eerie and mysterious.
The Bathypelagic Zone, also known as the Midnight Zone, is the third layer of the ocean. This layer goes from 1000 meters to 4000 meters deep. (3,300 feet to 13,000 feet.) In this point of the ocean, no light reaches, and the high pressure starts to really become noticeable. However, due to the properties of '''Level 7''' stated before, the pressure is not nearly as strong as it would be in the Frontrooms. Corpses and skeletons of fish from Earth, alien-like fish, and even humans have been found this far down. Just like in the Frontrooms, the Bathypelagic Zone is also the biggest out of all of them, being twice as big as the Abyssopelagic Zone, the second largest.
The Abyssopelagic Zone, also known as the Abyss, is the layer at the very bottom of the ocean. This layer goes from 4000 meters to 6000 meters deep. (13,000 feet to 20,000 feet.) The abyss is where the ocean basin lies, and is where one could normally expect to find the floor. Being at the ocean floor, it has the second most amount of houses.
Some suspect that there may be a fifth layer, deeper than all the rest. The Hadalpelagic Zone, also known as the Trenches, is an unconfirmed layer that is only rumored to exist. It is said to be from 6000 meters to 11000 meters deep, (20,000 feet to 36,000 feet,) almost twice as large as the rest of the ocean above it. Even though it is just a rumor, the popularity of this potential layer makes it notable enough to document here. Due to the dangers of the Abyss, rarity of finding an entrance to anything this far down, and the unexplorable nature of the deeper layers, it is infeasible to even attempt to find the Hadal Zone, and it will likely just be a legend for the foreseeable future.
=== Underwater Temples ===
Sometimes, structures can be found at the ocean floor. These structures have blue lights around them, making them the only light source this far down. These structures resemble castles made of blue, stone bricks with parts broken off of it. Strangely, these castles never have any openings that allow water to flow in, besides some small cracks that cause leaks. Despite this, these castles are still completely flooded, presumably from them accumulating water overtime from the leaks, although they have a large switch near the entrance that will close any open gates and doors and open a drain at the center, clear out all the water and leaving only occasional puddles. It is unknown where the water goes. The castles have furniture, but they are located at strange places, and are damaged heavily from the water.
The interiors of the castles have mazes that stretch on for much longer than the exterior, giving the castles a strange effect of being bigger on the inside than the outside. The exit to the maze will not lead to where one would normally expect, and going through it usually means being sent miles away from the castle’s initial location.
== Entities ==
=== [[Entity 20|The Thing on '''Level 7''']] ===
The Thing on '''Level 7''', commonly referred to simply as "The Thing," is a rumored entity that is thought to live in the Midnight and Abyssal Zones. It is said to be an anglerfish with the tail of a giant eel, approximately 600 meters long. It has sharp teeth, and is capable of swallowing a human whole. It is thought to be the being that killed off any other potential life in the ocean. Although this entity is yet to be confirmed to be real, there are heaps of evidence and reports for its existence.
== Colonies and Outposts ==
Due to the vastness of '''Level 7'''<nowiki>'</nowiki>s ocean, colonies are hard to find, and are mostly undocumented. However, many have said they have spotted a tribe on an island that is roughly 120,000 square meters big. Those who have claimed to find it say that the residents of the island are extremely hostile to newcomers, so if this group is real, it would be hard to gather information on it.
== Entrances and Exits ==
=== Entrances ===
* Stepping in puddles in [[Level 6]] will cause one to noclip into the ground and into one of '''Level 7'''<nowiki>'</nowiki>s houses on the surface.
=== Exits ===
* Some underwater caves will have an entrance to [[Level 8]].
* Many inconsistent and unreliable entrances to [[Level 37]] in some Underwater Temples have been found.
{{Author|[[User:Xboy1|Xboy1]]|Image 1: [https://commons.wikimedia.org/wiki/File:Marabut,_Philippines,_Tropical_sky_in_Pacific_Ocean.jpg Marabut, Philippines, Tropical sky in Pacific Ocean] by Vyacheslav Argenberg is licensed under CC-BY-4.0}}
[[Category:Backrooms]] [[Category:Level]] [[Category:Room]] [[Category:The Main Nine]] [[Category:Dangerous]]
a769a43a39ee9f00b61def57a6dbce5a7147cfec
Template:UR Class 0
10
53
115
2024-05-19T09:10:51Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px"> [[File:Class Undetermined.png|right|200px]] <span style="color: #434343;font-size:16px;padding:0px 5px>'''Usage Rating: <span style="color:#434343;font-size:24px;padding:0px 5px>Class Neutral</span></div> <div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class Undetermined.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: No Uses'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Neutral]]
ec77a7a6536b9fe88c97370bfc2ff4aea9251165
116
115
2024-05-19T09:16:54Z
Beaconhair2226
12
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px">
[[File:Class Undetermined.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: No Uses'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Neutral]]
b10ec8cf01e6c9c73ff0bfb881f738f1b33bfe4c
117
116
2024-05-19T09:20:58Z
Beaconhair2226
12
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #f5c68a 40%); border:6px solid #af936e; border-radius: 5px">
[[File:Class Undetermined.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: No Uses'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Neutral]]
605027322c5b72d07c518442547903c7729ced60
119
117
2024-05-19T09:31:53Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: No Uses'''</div>
[[Category:Class Neutral]]
f528116b7ba414649674177e36ae05551a9ad10e
120
119
2024-05-19T09:36:28Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: No Uses'''</div>
<noinclude>[[Category:Template]]</noinclude>[[Category:Class Neutral]]
fae25bbb2338a2abe5eb22e2a7060f3ef3d9e7a2
121
120
2024-05-19T09:36:43Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: No Uses'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Neutral]]
d619aec8cbc9054e5a53976a4d6d27d1d2d9fe2a
122
121
2024-05-19T09:46:50Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{uses|No Uses}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Neutral]]
3b60937bc436218416fb9bdab192f5d2a0603049
127
122
2024-05-19T09:51:31Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Neutral</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|=}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|0}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|No Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Neutral]]
60ed5c631afc0193c46bc1d110911754e90453e1
File:UR Class 0.png
6
54
118
2024-05-19T09:30:01Z
Xboy1
2
wikitext
text/x-wiki
Usage Rating Class 0 Icon
756e585597097565cc7cda9aedccead7d9cc7562
Object 1
0
31
123
57
2024-05-19T09:47:08Z
Beaconhair2226
12
/* AUTHORS: Beaconhair2226 */
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
Object classes not yet made.
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If the '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as Almond Water needs a lot of time to unfreeze.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse}}
{{Author|[[User:NAME|Beaconhair2226]]|[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image}}
8e79b3424f9014a1ef097977e206bf942dcb3ea0
124
123
2024-05-19T09:48:23Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
Object classes not yet made.
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If the '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as Almond Water needs a lot of time to unfreeze.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse}}
{{Author|[[https://lostrealities.miraheze.org/wiki/User:Beaconhair2226|Beaconhair2226]]|[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image}}
7938095a8153c95114153c511a41fb00dd082909
125
124
2024-05-19T09:49:35Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
Object classes not yet made.
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse}}
{{Author|[[https://lostrealities.miraheze.org/wiki/User:Beaconhair2226|Beaconhair2226]]|[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image}}
99fc2e241832c3892ab79ac2be443b73019665c8
126
125
2024-05-19T09:50:46Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
Object classes not yet made.
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse}}
{{Author|[[USER:Beaconhair2226|Beaconhair2226]]|[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image}}
d3e2da7529efdd57af8f7b3f414204225980352c
128
126
2024-05-19T09:52:43Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
Object classes not yet made.
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse}}
{{Author|[[USER:Beaconhair2226|Beaconhair2226]]|[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image}}
b76f898f16cb7ff1e7277693488a9e0d93db0043
129
128
2024-05-19T09:53:10Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class 0|Usfulness= Staple|Saftey= +|Ubiquity=2}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse}}
{{Author|[[USER:Beaconhair2226|Beaconhair2226]]|[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image}}
809637c5dcbe4ef114e6ec84243a2199c88010ba
135
129
2024-05-19T10:08:37Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class +1|Usfulness= Staple|Saftey= +|Ubiquity=2}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse}}
{{Author|[[USER:Beaconhair2226|Beaconhair2226]]|[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image}}
a7e9b2fecbefd693ed872fd51d0bba08138afa95
136
135
2024-05-19T10:12:47Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class +1|Usfulness= Staple|Saftey= +|Ubiquity=2}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]]
c5361ca19c4f39c63d50d87fee0f291d9d4e9060
137
136
2024-05-19T10:14:06Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class +1|Usfulness= Staple|Saftey= +|Ubiquity=2}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
820eab040fe60e20f2589eef2eee403dbc4567cd
140
137
2024-05-19T10:26:28Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class +2|Usfulness= Staple|Saftey= +|Ubiquity=2}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
27dc98788534b56ff5151aa5404c4bfb1c51b5ea
145
140
2024-05-19T10:31:49Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class +2|safety|+|ubiquity|1|uses|Staple Usfulness}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
a9b74a7ff8c7b768aeaf6602659ef8bbd0e6315e
146
145
2024-05-19T10:34:09Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
'''{{UR Class +1|safety|+|ubiquity|1|uses|Staple Usfulness}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Smiler]] or [[Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Wretched Cycle]] or revert the effects of [[Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as “Overly sweet” by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of Liquorice and a Mint-y aftertaste, described as ''“The worst thing I’ve ever tasted”'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in the [[frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
e6cc56cec1ed680ef1959152dd19c644ede88fcf
Template:UR Class +1
10
55
130
2024-05-19T09:53:14Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px"> [[File:UR Class 0.png|right|200px]] <span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating: <span style="color:#af936e;font-size:24px;padding:0px 5px>Class Positive</span></div> <div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #ffd2a2 0%, #e9d2a2 40%); border:6px solid #af936e; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #af936e;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#af936e;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#af936e; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Helpful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
bfb84f0204ccdfa7dadfc1b0277853477b20bf8c
131
130
2024-05-19T09:55:02Z
Beaconhair2226
12
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #e6d870 0%, #b5a84a 40%); border:6px solid #918216; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #918216;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#918216;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Helpful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
ddad32659b58a4b102161f61d810b96afccfbde6
132
131
2024-05-19T09:57:30Z
Beaconhair2226
12
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #b5a84a 0%, #e6d870 40%); border:6px solid #918216; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #918216;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#918216;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Helpful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
e7c0801023d28b6f7c970512f3296deab730e2ee
133
132
2024-05-19T10:02:06Z
Beaconhair2226
12
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #edda53 0%, #e6d870 40%); border:6px solid #918216; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #918216;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#918216;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Helpful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
cfa4795c9e70b3d67254741a3d2bfe50b40da8d4
134
133
2024-05-19T10:02:21Z
Beaconhair2226
12
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #edda53 0%, #e8d233 40%); border:6px solid #918216; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #918216;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#918216;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Helpful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
8544a001f642a38cc92d8a345125b90993b4beb9
144
134
2024-05-19T10:30:47Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #e8d233 0%, #edda53 40%); border:6px solid #918216; border-radius: 5px">
[[File:UR Class +1.png|right|200px]]
<span style="color: #918216;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#918216;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#918216; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Helpful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
5953ce4d3b9721eec484b3b74fb7487cf269e65a
Object 2
0
36
138
54
2024-05-19T10:14:45Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level keys"}}
'''{{UR Class 0|Usfulness = Staple|Safety = +|Ubiquity = 0.5}}
no object classes yet lol
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a Phenomenon 34.
Phenomenon 34 is a very rare phenomenon that can happen randomly; Phenomenon 34 is very unpredictable if one suspects an area of a level they’re inhabiting, it is best to relocate to a different level, the last recorded occurrence of Phenomenon 34 happening was on the 20th of February, 2013, when a piece of Level 21 broke off and fell into Level 17.
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in Level 37 due to him getting infected by the Hydrolitis Plague
**The Level key in Ethan’s possession was left and lost inside of Ethan’s base on Level 137
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas’ possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in Level 5’s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels 37 and [[58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key’s respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key’s from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key’s respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key’s have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level’s key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3’s key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from phenomenon 34. As well as Level 0’s key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key’s owner, the Level Key was left and lost inside of Ethan’s base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander’s companions on the 4th of January, 2017.
* Level 37
** Level 37’s Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37’s pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58’s Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of level's 3, 4 and 21 keys.
[[File:Level keys.png|center|right|A artist's illustration of the level keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[Xboy1]], [[Beaconhair2226]] and [[GogurteGuy]].
Level 0 image by Gogurte
level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
7f9f3650fa2d14abc1400d4df6f6998b41e2ac25
139
138
2024-05-19T10:15:03Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level keys"}}
'''{{UR Class 0|Usfulness = Staple|Safety = +|Ubiquity = 0.5}}
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a Phenomenon 34.
Phenomenon 34 is a very rare phenomenon that can happen randomly; Phenomenon 34 is very unpredictable if one suspects an area of a level they’re inhabiting, it is best to relocate to a different level, the last recorded occurrence of Phenomenon 34 happening was on the 20th of February, 2013, when a piece of Level 21 broke off and fell into Level 17.
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in Level 37 due to him getting infected by the Hydrolitis Plague
**The Level key in Ethan’s possession was left and lost inside of Ethan’s base on Level 137
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas’ possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in Level 5’s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels 37 and [[58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key’s respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key’s from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key’s respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key’s have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level’s key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3’s key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from phenomenon 34. As well as Level 0’s key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key’s owner, the Level Key was left and lost inside of Ethan’s base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander’s companions on the 4th of January, 2017.
* Level 37
** Level 37’s Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37’s pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58’s Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of level's 3, 4 and 21 keys.
[[File:Level keys.png|center|right|A artist's illustration of the level keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[Xboy1]], [[Beaconhair2226]] and [[GogurteGuy]].
Level 0 image by Gogurte
level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
a67691b23f556b815eddebae60fd6e521a2295a2
Template:UR Class +2
10
56
141
2024-05-19T10:27:39Z
Beaconhair2226
12
Created page with "<div style="background: linear-gradient(to right, #fffbb3 0%, #fffcc2 40%); border:6px solid #c9c68b; border-radius: 5px"> [[File:UR Class 0.png|right|200px]] <span style="color: #c9c68b;font-size:16px;padding:0px 5px>'''Usage Rating: <span style="color:#c9c68b;font-size:24px;padding:0px 5px>Class Positive</span></div> <div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #fffbb3 0%, #fffcc2 40%); border:6px solid #c9c68b; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #c9c68b;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#c9c68b;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Helpful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
28a4f66af29003398c12bab7eb5d8192044853ea
142
141
2024-05-19T10:30:02Z
Beaconhair2226
12
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #fffbb3 0%, #fffcc2 40%); border:6px solid #c9c68b; border-radius: 5px">
[[File:UR Class 0.png|right|200px]]
<span style="color: #c9c68b;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#c9c68b;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|2}}}'''</div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Staple Usfulness}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
19f465dc919164b5b4e520cd5dda59040fe89f13
File:UR Class +1.png
6
57
143
2024-05-19T10:30:18Z
Xboy1
2
wikitext
text/x-wiki
Usage Rating Class +1
7dd42569ed6c597157b4a4af3e752bb917312efe
Item List
0
58
147
2024-05-19T11:00:30Z
Haxord
18
Created page with "Yeetus I like yeetus"
wikitext
text/x-wiki
Yeetus I like yeetus
871e419e5b3a73bc804da9b7d4092e30d99a23d4
148
147
2024-05-19T11:00:51Z
Haxord
18
wikitext
text/x-wiki
test
a94a8fe5ccb19ba61c4c0873d391e987982fbbd3
149
148
2024-05-19T11:01:11Z
Haxord
18
wikitext
text/x-wiki
''test''
42e527b645b17cd0b10813252293a843635a30e8
150
149
2024-05-19T11:01:30Z
Haxord
18
wikitext
text/x-wiki
'''test'''
fcdcb5261868837c11a2a7216b64fe80a646046a
Item List
0
58
151
150
2024-05-19T11:01:46Z
Haxord
18
wikitext
text/x-wiki
''''test''''
6e1df5342ef11d1cda0031128076322b77e85ad6
152
151
2024-05-19T11:02:04Z
Haxord
18
wikitext
text/x-wiki
'''''Bold & italic text'''''
e1951305629ba5d48fa04c4299f6bf3733242a41
153
152
2024-05-19T11:18:55Z
Haxord
18
wikitext
text/x-wiki
{{{blah|blah2}}}
794e1a4af09d87df78070736bb9d94b2979fb856
154
153
2024-05-19T11:20:07Z
Haxord
18
wikitext
text/x-wiki
==TEST==
78d1c5eb94a253295e00bb4d9b30e6322caf2c65
155
154
2024-05-19T11:20:33Z
Haxord
18
wikitext
text/x-wiki
=TEST=
2d6b547a5b4cb36379eb415b02d38ed033dfa2ba
156
155
2024-05-19T11:21:11Z
Haxord
18
wikitext
text/x-wiki
=TEST=
==Test but smol==
===Test but smoler===
0a5f950d3c8b76e505e34612021e06a0133adf37
157
156
2024-05-19T11:21:52Z
Haxord
18
wikitext
text/x-wiki
*List item
*List item
d4c23e3751627e70d729140b5f706faa7008d78f
158
157
2024-05-19T11:25:04Z
Haxord
18
wikitext
text/x-wiki
[https://discord.com/channels/@me/ Anus]
3b67ccefe0a875b1be58e4578b1e6c41e0aa25d9
160
158
2024-05-19T11:36:59Z
Haxord
18
Blanked the page
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
198
160
2024-05-19T15:05:03Z
Beaconhair2226
12
wikitext
text/x-wiki
= Items =
== 1-30: ==
[[Item 1]] - "Walnut Milk"
[[Item 2]] - "Watcher's Eye"
[[Item 3]] - "Colour Jars"
[[Item 4]] - "Medicine"
Item 5 - [EMPTY SPOT]
Item 6 - [EMPTY SPOT]
Item 7 - [EMPTY SPOT]
Item 8 - [EMPTY SPOT]
Item 9 - [EMPTY SPOT]
Item 10 - [EMPTY SPOT]
Item 11 - [EMPTY SPOT]
Item 12 - [EMPTY SPOT]
Item 13 - [EMPTY SPOT]
Item 14 - [EMPTY SPOT]
Item 15 - [EMPTY SPOT]
Item 16 - [EMPTY SPOT]
Item 17 - [EMPTY SPOT]
Item 18 - [EMPTY SPOT]
Item 19 - [EMPTY SPOT]
Item 20 - [EMPTY SPOT]
Item 21 - [EMPTY SPOT]
Item 22 - [EMPTY SPOT]
Item 23 - [EMPTY SPOT]
Item 24 - [EMPTY SPOT]
Item 25 - [EMPTY SPOT]
Item 26 - [EMPTY SPOT]
Item 27 - [EMPTY SPOT]
Item 28 - [EMPTY SPOT]
Item 29 - [EMPTY SPOT]
Item 30 - [EMPTY SPOT]
===== More Items coming soon! =====
30a12e3986143ef87a19a28046518eb7d4e17f61
Level List
0
21
159
34
2024-05-19T11:35:08Z
Haxord
18
wikitext
text/x-wiki
= Levels =
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> [[Level 6.1]] - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
[[Level 9]] - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
== 300-399: ==
Level 330 - "A Stroke of Colour"
Level 337 - "The Inferno"
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
== 700-799: ==
[[Level 790]] - "Disguised Finale"
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
ae8f69eee5992b6130eb8e85172d8c321a49ffde
Level 0.2
0
59
161
2024-05-19T11:38:41Z
Haxord
18
Created page with "</div></center></big><br> {{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}"
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}
d6d704505a98b0f8a8e8dfbc7f42fba88747c46a
163
161
2024-05-19T11:40:58Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Test.jpg|thumb|alt=test|test]]
831efe728cd9d2640905b90177c0d45c1d7b0d50
164
163
2024-05-19T11:42:58Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2|thumb|Level 0.2 is a sublevel of Level 0]]
a438afe57ee4f63fb833b22702c2e4278d47fafd
166
164
2024-05-19T11:50:22Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:level 0.2|thumb|Level 0.2 is a sublevel of Level 0]]
8ad7768e94b9009d9354d5526c7b0fed08a7559e
167
166
2024-05-19T11:51:54Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
INSERT IMAGE HERE I CANT GET THE DANG THING TO WORK
===Description===
13dcf560ba7c470eeebcae3d4c74b85550c2e4c2
168
167
2024-05-19T11:52:29Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
INSERT IMAGE HERE BECAUSE I CANT GET THE DANG THING TO WORK
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
2f3f93f094c2a54888938574a53004c56fe290ae
170
168
2024-05-19T11:56:12Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
INSERT IMAGE HERE BECAUSE I CANT GET THE DANG THING TO WORK
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2|thumb|Photo by u/mattstudiosanimation on Reddit.]]
d89e86903095a7f6cf3b0d63bacf1837851d8751
171
170
2024-05-19T11:57:06Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
-----
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
----
===The Dolm/Care Myth===
69c685f81b68d078bc697db0eecc2a28d52a1fc8
172
171
2024-05-19T11:59:27Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
-----
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
----
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
8f015abdedb7301ab6308dc778081fc636636302
173
172
2024-05-19T12:04:37Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[Insert Image Here, Title = Level 0.2, Caption= Level 0.2 is a sublevel of Level 0]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[Insert Image Here, Title = Photo Level 0.2, Caption= Photo by u/mattstudiosanimation on Reddit.]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
---
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
979053ec0e4ebd771f0cd22b190a55118f0ae5b2
174
173
2024-05-19T12:06:10Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[Insert Image Here, Title = Level 0.2, Caption= Level 0.2 is a sublevel of Level 0]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[Insert Image Here, Title = Photo Level 0.2, Caption= Photo by u/mattstudiosanimation on Reddit.]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
ccaa0bc0c8b73daefdb1ecd3907709f5b5dddace
175
174
2024-05-19T12:07:47Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[Insert Image Here, Title = Level 0.2, Caption= Level 0.2 is a sublevel of Level 0]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[Insert Image Here, Title = Photo Level 0.2, Caption= Photo by u/mattstudiosanimation on Reddit.]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
f6d6407a9670ef464a13079a855daf2dd8f14a53
176
175
2024-05-19T12:08:20Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[Insert Image Here, Title = Level 0.2, Caption= Level 0.2 is a sublevel of Level 0]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[Insert Image Here, Title = Photo Level 0.2, Caption= Photo by u/mattstudiosanimation on Reddit.]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
32e09bc0ab8c2aa57ae7bd46ddb5280fd8672208
File:Level 0.2.jpg
6
61
165
2024-05-19T11:44:50Z
Haxord
18
wikitext
text/x-wiki
Level 0.2
cd1def4abcb474e3954065516f975bf7a28b4843
File:Level 0.2 (2).jpg
6
62
169
2024-05-19T11:55:08Z
Haxord
18
wikitext
text/x-wiki
Taken from Reddit.
afc71b3152534c190fda66ca42a4e20c2c5e31c4
Main Page
0
1
177
27
2024-05-19T12:53:44Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
553f1cdf5bd3d067c192c0e995ad31e4cb552fad
199
177
2024-05-19T15:08:59Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
[[File:Level 0.png|55px|link=https://lostrealities.miraheze.org/wiki/The_Backrooms]]
1df411cd181abfba20065932d86b458e389789d5
200
199
2024-05-19T15:09:17Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
[[File:Level 0.png|link=https://lostrealities.miraheze.org/wiki/The_Backrooms]]
f7d8027fb271e6e46f16a8517d699c0189809185
201
200
2024-05-19T15:10:23Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
[[File:Level 0.png|200px|link=https://lostrealities.miraheze.org/wiki/The_Backrooms|The Backrooms - "The Liminal Reality"]]
09182aa1ec566eaba854c4cb99b3c2621d3a4c8b
Level 10
0
63
178
2024-05-19T12:56:16Z
Beaconhair2226
12
Created page with "{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}} {{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}"
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
83fb91874d0dde558d74241d6b338264e3554ade
179
178
2024-05-19T12:56:53Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
====
''“After such a dangerous journey through the darkness, the unknown, all of the pain and suffering, I’ve finally found a safe place to rest.
I think I’m going to stay here a while.”''
====
457d3d135eb2fd8002b2673a3cea0939e35aaeb3
180
179
2024-05-19T12:57:15Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
==
''“After such a dangerous journey through the darkness, the unknown, all of the pain and suffering, I’ve finally found a safe place to rest.
I think I’m going to stay here a while.”''
==
6755d25894b32db836a6a74bc9124195dac98a4e
181
180
2024-05-19T12:57:39Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
= =
''“After such a dangerous journey through the darkness, the unknown, all of the pain and suffering, I’ve finally found a safe place to rest.
I think I’m going to stay here a while.”''
= =
968cf0af7adbd83317510ea1557e4ebbfc26f451
182
181
2024-05-19T12:59:28Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
=------------------------------------------=
''“After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while.”''
=------------------------------------------=
67b12cf2def2bc1f06ec05bbe3a8da12b2ea49f4
185
182
2024-05-19T13:13:18Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
=------------------------------------------=
''“After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while.”''
=------------------------------------------=
[[File:Level10Pic2.png|thumb|''A grassy field in '''Level 10''' during nighttime.'']]
== Description ==
'''Level 10''' consists of an infinite field with a variety of plants and crops growing from it. Shrubs, bushes, flowers, and trees have also grown in '''Level 10'''. The field has very little variation in elevation, with the only exception being where ponds and rivers are.
'''Level 10'''’s soil is extremely fertile, and allows every type of plant to grow, including ones that usually require special conditions to live in. The soil even has an anomalous property that allows the plants to grow without sunlight or water. This effect also extends to after the crop is harvested, and any food made from it will not rot, spoil, or grow any mold. Because of this, many different crops and plants can be found throughout '''Level 10'''. Below is a list of all of the plants that '''Level 10'''’s fields are made of, in order of most common to least common.
* Wheat,
* Grass,
* Buckwheat,
* Rice,
* Sunflower,
* Carrot,
* Radish.
Dirt paths run through the entirety of '''Level 10''', branching off into different sections. It is believed that every path eventually connects to each other, mainly because of the massive amount of diverging pathways and turns. It is not advised to travel too far from the path; it is easy to get lost and it will likely be difficult to find the path again. Because of this, areas a far distance from the path are largely unexplored, although it is assumed that there is nothing notable out that far.
Occasionally, different structures can be found near the path. These structures are usually themed around farms and can be things such as cabins, barns, and small houses. They typically have boxes and crates in them with construction tools, wood, and fertilizer, but they may also have objects like [[Object 1|Almond Water]], [[Liquid Pain]], and [[Moth Jelly]] on rare occurrences. While these buildings are usually safe to inhabit and live in, it is important to keep in mind that Scarecrow entities may live in them on rare instances. Another potential danger from these structures is that entities may appear in them during the nighttime, and oftentimes come outside to hunt.
'''Level 10''' has an unusual day-night cycle. The day lasts for roughly 16 hours, while the night lasts for 8. Another strange thing about it is that the light never actually changes. Instead, a thick fog slowly appears into the level when it approaches night time.
Many bodies of water are scattered around '''Level 10'''. Rivers flow through the pasture, with Oxbow lakes formed nearby some of them. Ponds and lakes can also be seen in '''Level 10''', and they very rarely stretch on far enough to be considered seas. Each of these are filled with original flavor [[Object 1|Almond Water]], and the [[Object 1|Almond Water]] is fully clean and safe to drink, despite being surrounded by soil.
The air in '''Level 10''' has a calming effect on wanderers, and has also shown to relieve pain. Many people have claimed that their wounds have also healed faster, but it is possible that the soothing properties of the level just make it feel that way.
A slight breeze is present throughout the level, making the temperature of '''Level 10''' feel chilly, but consistent. '''Level 10''' also has a water cycle, but the rain never falls harder than a small drizzle.
=------------------------------------------=
[[File:Level10Pic.png|thumb]]
''“A new hope has sparked within me. I haven’t seen clear skies in so long, and I haven’t been able to enjoy a nice breath of fresh air in what feels like years.''
''This place reminds me of home. It reminds me of how good things were when I was home. It reminds me of my family, my friends, it reminds me of my memories. It reminds'' ''me how important it is that I finally come back home.”''
=------------------------------------------=
== Entities ==
Normal entities are a very rare sight on '''Level 10''', with few [[Smilers]] and [[Hounds]] residing in the level. There are other entities exclusive to the level that are much more common, though.
=== Wheat Worms ===
Wheat Worms entities that live in the soil of '''Level 10'''. They have the appearance of typical brown worms from Earth. They do not seem to need any food, water, or sleep to survive. While they spend most of their time a few meters underground, they temporarily come to the surface when it rains.
While Wheat Worms do not pose any direct danger, they secrete an unknown, brown substance and trail it wherever they go. This substance is normally harmless, but with enough of it, it can give an infection to crops. When a Wheat Worm dies, it decays into this substance, making enough of it to infect crops. If one eats an infected crop, the infection will get passed onto them and they will get extremely sick. Symptoms may include; stomach aches, blurry vision, vomiting, and fatigue.
=== Scarecrow ===
Scarecrows are entities that resemble hay scarecrows with a leather jacket, pumpkin head, and straw hat. They move by levitating just a few centimeters from the ground, and it is presumed that they are too heavy to float any higher.
Scarecrows are only found in or near barns, and are usually seen farming and taking care of crops. They can bend and shift their arms into tools such as sickles and shovels to help them farm. During the daytime, they pose no threat to any passersby and only become hostile to anyone who comes too close to the farm or tries to destroy it. It is unknown what happens to victims of Scarecrows, though lots of evidence supports the theory that they become soil for future crops.
However, during the night, Scarecrows become extremely hostile and are actively on the hunt. They sneak up on prey by disguising themselves as normal scarecrows, and slowly approaching when the prey isn’t paying attention. After that, they will shift their arm into a sharp stake and stab the victim.
=------------------------------------------=
''“After a while of wandering, the wheat crops slowly started to fade into a field of short grass. I saw clouds start to come in above me, and then it began to rain.''
''Shortly following that, I saw thousands of worms coming out of the ground. Worms everywhere as far as the eye can see, stretching on for miles. It was very, very'' ''strange, like the feeling of a really weird dream. But, I guess this is the way of the Backrooms. At least I had finally found an entity that wasn’t constantly trying'' ''to kill me.''
=------------------------------------------=
== Colonies & Outposts ==
Due to the safety of the level and calming effects, many people decide to stay in '''Level 10'''.
{{Author|[[User:Xboy1|Xboy1]]| Draft by [[User:Beaconhair2226|Beaconhair2226]], }}
98441c88c20948fe02efb23196a72ae24ec35bb6
186
185
2024-05-19T13:14:25Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
------------------------------------------
''“After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while.”''
------------------------------------------
[[File:Level10Pic2.png|thumb|''A grassy field in '''Level 10''' during nighttime.'']]
== Description ==
'''Level 10''' consists of an infinite field with a variety of plants and crops growing from it. Shrubs, bushes, flowers, and trees have also grown in '''Level 10'''. The field has very little variation in elevation, with the only exception being where ponds and rivers are.
'''Level 10'''’s soil is extremely fertile, and allows every type of plant to grow, including ones that usually require special conditions to live in. The soil even has an anomalous property that allows the plants to grow without sunlight or water. This effect also extends to after the crop is harvested, and any food made from it will not rot, spoil, or grow any mold. Because of this, many different crops and plants can be found throughout '''Level 10'''. Below is a list of all of the plants that '''Level 10'''’s fields are made of, in order of most common to least common.
* Wheat,
* Grass,
* Buckwheat,
* Rice,
* Sunflower,
* Carrot,
* Radish.
Dirt paths run through the entirety of '''Level 10''', branching off into different sections. It is believed that every path eventually connects to each other, mainly because of the massive amount of diverging pathways and turns. It is not advised to travel too far from the path; it is easy to get lost and it will likely be difficult to find the path again. Because of this, areas a far distance from the path are largely unexplored, although it is assumed that there is nothing notable out that far.
Occasionally, different structures can be found near the path. These structures are usually themed around farms and can be things such as cabins, barns, and small houses. They typically have boxes and crates in them with construction tools, wood, and fertilizer, but they may also have objects like [[Object 1|Almond Water]], [[Liquid Pain]], and [[Moth Jelly]] on rare occurrences. While these buildings are usually safe to inhabit and live in, it is important to keep in mind that Scarecrow entities may live in them on rare instances. Another potential danger from these structures is that entities may appear in them during the nighttime, and oftentimes come outside to hunt.
'''Level 10''' has an unusual day-night cycle. The day lasts for roughly 16 hours, while the night lasts for 8. Another strange thing about it is that the light never actually changes. Instead, a thick fog slowly appears into the level when it approaches night time.
Many bodies of water are scattered around '''Level 10'''. Rivers flow through the pasture, with Oxbow lakes formed nearby some of them. Ponds and lakes can also be seen in '''Level 10''', and they very rarely stretch on far enough to be considered seas. Each of these are filled with original flavor [[Object 1|Almond Water]], and the [[Object 1|Almond Water]] is fully clean and safe to drink, despite being surrounded by soil.
The air in '''Level 10''' has a calming effect on wanderers, and has also shown to relieve pain. Many people have claimed that their wounds have also healed faster, but it is possible that the soothing properties of the level just make it feel that way.
A slight breeze is present throughout the level, making the temperature of '''Level 10''' feel chilly, but consistent. '''Level 10''' also has a water cycle, but the rain never falls harder than a small drizzle.
------------------------------------------
[[File:Level10Pic.png|thumb]]
''“A new hope has sparked within me. I haven’t seen clear skies in so long, and I haven’t been able to enjoy a nice breath of fresh air in what feels like years.''
''This place reminds me of home. It reminds me of how good things were when I was home. It reminds me of my family, my friends, it reminds me of my memories. It reminds'' ''me how important it is that I finally come back home.”''
------------------------------------------
== Entities ==
Normal entities are a very rare sight on '''Level 10''', with few [[Smilers]] and [[Hounds]] residing in the level. There are other entities exclusive to the level that are much more common, though.
=== Wheat Worms ===
Wheat Worms entities that live in the soil of '''Level 10'''. They have the appearance of typical brown worms from Earth. They do not seem to need any food, water, or sleep to survive. While they spend most of their time a few meters underground, they temporarily come to the surface when it rains.
While Wheat Worms do not pose any direct danger, they secrete an unknown, brown substance and trail it wherever they go. This substance is normally harmless, but with enough of it, it can give an infection to crops. When a Wheat Worm dies, it decays into this substance, making enough of it to infect crops. If one eats an infected crop, the infection will get passed onto them and they will get extremely sick. Symptoms may include; stomach aches, blurry vision, vomiting, and fatigue.
=== Scarecrow ===
Scarecrows are entities that resemble hay scarecrows with a leather jacket, pumpkin head, and straw hat. They move by levitating just a few centimeters from the ground, and it is presumed that they are too heavy to float any higher.
Scarecrows are only found in or near barns, and are usually seen farming and taking care of crops. They can bend and shift their arms into tools such as sickles and shovels to help them farm. During the daytime, they pose no threat to any passersby and only become hostile to anyone who comes too close to the farm or tries to destroy it. It is unknown what happens to victims of Scarecrows, though lots of evidence supports the theory that they become soil for future crops.
However, during the night, Scarecrows become extremely hostile and are actively on the hunt. They sneak up on prey by disguising themselves as normal scarecrows, and slowly approaching when the prey isn’t paying attention. After that, they will shift their arm into a sharp stake and stab the victim.
------------------------------------------
''“After a while of wandering, the wheat crops slowly started to fade into a field of short grass. I saw clouds start to come in above me, and then it began to rain.''
''Shortly following that, I saw thousands of worms coming out of the ground. Worms everywhere as far as the eye can see, stretching on for miles. It was very, very'' ''strange, like the feeling of a really weird dream. But, I guess this is the way of the Backrooms. At least I had finally found an entity that wasn’t constantly trying'' ''to kill me.''
------------------------------------------
== Colonies & Outposts ==
Due to the safety of the level and calming effects, many people decide to stay in '''Level 10'''.
{{Author|[[User:Xboy1|Xboy1]]| Draft by [[User:Beaconhair2226|Beaconhair2226]], }}
4892ef1150880c49ab93b18763f4b94f3c65f027
187
186
2024-05-19T13:15:11Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
[[File:Level10Pic2.png|thumb|''A grassy field in '''Level 10''' during nighttime.'']]
== Description ==
------------------------------------------
''“After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while.”''
------------------------------------------
'''Level 10''' consists of an infinite field with a variety of plants and crops growing from it. Shrubs, bushes, flowers, and trees have also grown in '''Level 10'''. The field has very little variation in elevation, with the only exception being where ponds and rivers are.
'''Level 10'''’s soil is extremely fertile, and allows every type of plant to grow, including ones that usually require special conditions to live in. The soil even has an anomalous property that allows the plants to grow without sunlight or water. This effect also extends to after the crop is harvested, and any food made from it will not rot, spoil, or grow any mold. Because of this, many different crops and plants can be found throughout '''Level 10'''. Below is a list of all of the plants that '''Level 10'''’s fields are made of, in order of most common to least common.
* Wheat,
* Grass,
* Buckwheat,
* Rice,
* Sunflower,
* Carrot,
* Radish.
Dirt paths run through the entirety of '''Level 10''', branching off into different sections. It is believed that every path eventually connects to each other, mainly because of the massive amount of diverging pathways and turns. It is not advised to travel too far from the path; it is easy to get lost and it will likely be difficult to find the path again. Because of this, areas a far distance from the path are largely unexplored, although it is assumed that there is nothing notable out that far.
Occasionally, different structures can be found near the path. These structures are usually themed around farms and can be things such as cabins, barns, and small houses. They typically have boxes and crates in them with construction tools, wood, and fertilizer, but they may also have objects like [[Object 1|Almond Water]], [[Liquid Pain]], and [[Moth Jelly]] on rare occurrences. While these buildings are usually safe to inhabit and live in, it is important to keep in mind that Scarecrow entities may live in them on rare instances. Another potential danger from these structures is that entities may appear in them during the nighttime, and oftentimes come outside to hunt.
'''Level 10''' has an unusual day-night cycle. The day lasts for roughly 16 hours, while the night lasts for 8. Another strange thing about it is that the light never actually changes. Instead, a thick fog slowly appears into the level when it approaches night time.
Many bodies of water are scattered around '''Level 10'''. Rivers flow through the pasture, with Oxbow lakes formed nearby some of them. Ponds and lakes can also be seen in '''Level 10''', and they very rarely stretch on far enough to be considered seas. Each of these are filled with original flavor [[Object 1|Almond Water]], and the [[Object 1|Almond Water]] is fully clean and safe to drink, despite being surrounded by soil.
The air in '''Level 10''' has a calming effect on wanderers, and has also shown to relieve pain. Many people have claimed that their wounds have also healed faster, but it is possible that the soothing properties of the level just make it feel that way.
A slight breeze is present throughout the level, making the temperature of '''Level 10''' feel chilly, but consistent. '''Level 10''' also has a water cycle, but the rain never falls harder than a small drizzle.
------------------------------------------
[[File:Level10Pic.png|thumb]]
''“A new hope has sparked within me. I haven’t seen clear skies in so long, and I haven’t been able to enjoy a nice breath of fresh air in what feels like years.''
''This place reminds me of home. It reminds me of how good things were when I was home. It reminds me of my family, my friends, it reminds me of my memories. It reminds'' ''me how important it is that I finally come back home.”''
------------------------------------------
== Entities ==
Normal entities are a very rare sight on '''Level 10''', with few [[Smilers]] and [[Hounds]] residing in the level. There are other entities exclusive to the level that are much more common, though.
=== Wheat Worms ===
Wheat Worms entities that live in the soil of '''Level 10'''. They have the appearance of typical brown worms from Earth. They do not seem to need any food, water, or sleep to survive. While they spend most of their time a few meters underground, they temporarily come to the surface when it rains.
While Wheat Worms do not pose any direct danger, they secrete an unknown, brown substance and trail it wherever they go. This substance is normally harmless, but with enough of it, it can give an infection to crops. When a Wheat Worm dies, it decays into this substance, making enough of it to infect crops. If one eats an infected crop, the infection will get passed onto them and they will get extremely sick. Symptoms may include; stomach aches, blurry vision, vomiting, and fatigue.
=== Scarecrow ===
Scarecrows are entities that resemble hay scarecrows with a leather jacket, pumpkin head, and straw hat. They move by levitating just a few centimeters from the ground, and it is presumed that they are too heavy to float any higher.
Scarecrows are only found in or near barns, and are usually seen farming and taking care of crops. They can bend and shift their arms into tools such as sickles and shovels to help them farm. During the daytime, they pose no threat to any passersby and only become hostile to anyone who comes too close to the farm or tries to destroy it. It is unknown what happens to victims of Scarecrows, though lots of evidence supports the theory that they become soil for future crops.
However, during the night, Scarecrows become extremely hostile and are actively on the hunt. They sneak up on prey by disguising themselves as normal scarecrows, and slowly approaching when the prey isn’t paying attention. After that, they will shift their arm into a sharp stake and stab the victim.
------------------------------------------
''“After a while of wandering, the wheat crops slowly started to fade into a field of short grass. I saw clouds start to come in above me, and then it began to rain.''
''Shortly following that, I saw thousands of worms coming out of the ground. Worms everywhere as far as the eye can see, stretching on for miles. It was very, very'' ''strange, like the feeling of a really weird dream. But, I guess this is the way of the Backrooms. At least I had finally found an entity that wasn’t constantly trying'' ''to kill me.''
------------------------------------------
== Colonies & Outposts ==
Due to the safety of the level and calming effects, many people decide to stay in '''Level 10'''.
{{Author|[[User:Xboy1|Xboy1]]| Draft by [[User:Beaconhair2226|Beaconhair2226]], }}
f1af3666887ead09ae4919f19ed53e36277ee0a2
188
187
2024-05-19T13:22:38Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
[[File:Level10Pic2.png|thumb|''A grassy field in '''Level 10''' during nighttime.'']]
== Description ==
------------------------------------------
''“After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while.”''
------------------------------------------
'''Level 10''' consists of an infinite field with a variety of plants and crops growing from it. Shrubs, bushes, flowers, and trees have also grown in '''Level 10'''. The field has very little variation in elevation, with the only exception being where ponds and rivers are.
'''Level 10'''’s soil is extremely fertile, and allows every type of plant to grow, including ones that usually require special conditions to live in. The soil even has an anomalous property that allows the plants to grow without sunlight or water. This effect also extends to after the crop is harvested, and any food made from it will not rot, spoil, or grow any mold. Because of this, many different crops and plants can be found throughout '''Level 10'''. Below is a list of all of the plants that '''Level 10'''’s fields are made of, in order of most common to least common.
* Wheat,
* Grass,
* Buckwheat,
* Rice,
* Sunflower,
* Carrot,
* Radish.
Dirt paths run through the entirety of '''Level 10''', branching off into different sections. It is believed that every path eventually connects to each other, mainly because of the massive amount of diverging pathways and turns. It is not advised to travel too far from the path; it is easy to get lost and it will likely be difficult to find the path again. Because of this, areas a far distance from the path are largely unexplored, although it is assumed that there is nothing notable out that far.
Occasionally, different structures can be found near the path. These structures are usually themed around farms and can be things such as cabins, barns, and small houses. They typically have boxes and crates in them with construction tools, wood, and fertilizer, but they may also have objects like [[Object 1|Almond Water]], [[Liquid Pain]], and [[Moth Jelly]] on rare occurrences. While these buildings are usually safe to inhabit and live in, it is important to keep in mind that Scarecrow entities may live in them on rare instances. Another potential danger from these structures is that entities may appear in them during the nighttime, and oftentimes come outside to hunt.
'''Level 10''' has an unusual day-night cycle. The day lasts for roughly 16 hours, while the night lasts for 8. Another strange thing about it is that the light never actually changes. Instead, a thick fog slowly appears into the level when it approaches night time.
Many bodies of water are scattered around '''Level 10'''. Rivers flow through the pasture, with Oxbow lakes formed nearby some of them. Ponds and lakes can also be seen in '''Level 10''', and they very rarely stretch on far enough to be considered seas. Each of these are filled with original flavor [[Object 1|Almond Water]], and the [[Object 1|Almond Water]] is fully clean and safe to drink, despite being surrounded by soil.
The air in '''Level 10''' has a calming effect on wanderers, and has also shown to relieve pain. Many people have claimed that their wounds have also healed faster, but it is possible that the soothing properties of the level just make it feel that way.
A slight breeze is present throughout the level, making the temperature of '''Level 10''' feel chilly, but consistent. '''Level 10''' also has a water cycle, but the rain never falls harder than a small drizzle.
------------------------------------------
[[File:Level10Pic.png|thumb]]
''“A new hope has sparked within me. I haven’t seen clear skies in so long, and I haven’t been able to enjoy a nice breath of fresh air in what feels like years.''
''This place reminds me of home. It reminds me of how good things were when I was home. It reminds me of my family, my friends, it reminds me of my memories. It reminds'' ''me how important it is that I finally come back home.”''
------------------------------------------
== Entities ==
Normal entities are a very rare sight on '''Level 10''', with few [[Smilers]] and [[Hounds]] residing in the level. There are other entities exclusive to the level that are much more common, though.
=== Wheat Worms ===
Wheat Worms entities that live in the soil of '''Level 10'''. They have the appearance of typical brown worms from Earth. They do not seem to need any food, water, or sleep to survive. While they spend most of their time a few meters underground, they temporarily come to the surface when it rains.
While Wheat Worms do not pose any direct danger, they secrete an unknown, brown substance and trail it wherever they go. This substance is normally harmless, but with enough of it, it can give an infection to crops. When a Wheat Worm dies, it decays into this substance, making enough of it to infect crops. If one eats an infected crop, the infection will get passed onto them and they will get extremely sick. Symptoms may include; stomach aches, blurry vision, vomiting, and fatigue.
=== Scarecrow ===
Scarecrows are entities that resemble hay scarecrows with a leather jacket, pumpkin head, and straw hat. They move by levitating just a few centimeters from the ground, and it is presumed that they are too heavy to float any higher.
Scarecrows are only found in or near barns, and are usually seen farming and taking care of crops. They can bend and shift their arms into tools such as sickles and shovels to help them farm. During the daytime, they pose no threat to any passersby and only become hostile to anyone who comes too close to the farm or tries to destroy it. It is unknown what happens to victims of Scarecrows, though lots of evidence supports the theory that they become soil for future crops.
However, during the night, Scarecrows become extremely hostile and are actively on the hunt. They sneak up on prey by disguising themselves as normal scarecrows, and slowly approaching when the prey isn’t paying attention. After that, they will shift their arm into a sharp stake and stab the victim.
------------------------------------------
''“After a while of wandering, the wheat crops slowly started to fade into a field of short grass. I saw clouds start to come in above me, and then it began to rain.''
''Shortly following that, I saw thousands of worms coming out of the ground. Worms everywhere as far as the eye can see, stretching on for miles. It was very, very'' ''strange, like the feeling of a really weird dream. But, I guess this is the way of the Backrooms. At least I had finally found an entity that wasn’t constantly trying'' ''to kill me.''
------------------------------------------
== Colonies & Outposts ==
Due to the safety of the level and calming effects, many people decide to stay in '''Level 10'''.
=== Farmers Association of Level 10 ===
The F.A.O.L. is a friendly group in '''Level 10''' that has multiple bases scattered around the level. They are allies with the M.E.G. and they often exchange supplies. Their main base is near the entrance from [[Level 20]], and it is similar to a medieval village. Their smaller bases all live in different barns and houses interspersed throughout '''Level 10'''.
They harvest and take crops from the rest of the level to make farms out of them. They also farm crops not found in '''Level 10'''–such as potatoes and tomatoes–by trading with wanderers and bringing them from [[Level 20]]. The farms are the F.A.O.L.’s main source of food, but they also find other food items in [[Level 20]] occasionally.
F.A.O.L. has about 800 members, with roughly 500 of them living in their primary base. They are growing at a fast rate due to their lenient restrictions on who can join, allowing almost anyone interested in agriculture and knows how to farm.
=== Anti-Scarecrow Movement ===
The A.S.M. is a group that branched off from the F.A.O.L. They were formed after a Scarecrow attacked the second largest base of the F.A.O.L., leaving no survivors. After the news reached a small F.A.O.L. settlement, they came together and made the A.S.M.
The A.S.M.’s one and only goal is to eradicate Scarecrows from '''Level 10'''. They are the most active at day, since the Scarecrows are safer during that time. They are a nomadic group, finding Scarecrows in barns and taking it over after killing the Scarecrow. If a wanderer reports a Scarecrow, the A.S.M. will help them by giving them items or show them where to find the exit.
Currently, the A.S.M. only has 40 members, largely due to their strict conditions for becoming a member. The A.S.M. has been split up into 8 groups of 5, with each group moving outwards in different directions for hunting to be as efficient as possible.
Despite being a division of the F.A.O.L., the M.E.G. rarely supplies them, as they feel the existence of the group is unnecessary. The few times that the M.E.G. has provided them resources is to trade when the F.A.O.L. has a specific item the M.E.G. needs.
== Entrances and Exits ==
=== Entrances ===
* Walking into a patch of abnormally tall grass in [[Level 9]] will cause one to be sent here.
* Finding an elevator on [[Level 20]] and going to floor 10 has a chance of sending one to '''Level 10'''
* No-clipping through gate 10 in [[Level 36]] sends one to '''Level 10'''
=== Exits ===
* In '''Level 10''', there may be city lights that appear as if they were miles away. Approaching these lights will provide entry to [[Level 11]] with an abrupt and sudden transition.
* Entering a large, deep hole will lead to [[Level 8]].
----
{{Author|[[User:Xboy1|Xboy1]]| Draft by [[User:Beaconhair2226|Beaconhair2226]], }}
5a0c1fa5a2ca9da5d081d341538624e1b7a49afe
190
188
2024-05-19T13:35:16Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
[[File:Level10Pic2.png|thumb|''A grassy field in '''Level 10''' during nighttime.'']]
== Description ==
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while."''
</div></center></big><br>
'''Level 10''' consists of an infinite field with a variety of plants and crops growing from it. Shrubs, bushes, flowers, and trees have also grown in '''Level 10'''. The field has very little variation in elevation, with the only exception being where ponds and rivers are.
'''Level 10'''’s soil is extremely fertile, and allows every type of plant to grow, including ones that usually require special conditions to live in. The soil even has an anomalous property that allows the plants to grow without sunlight or water. This effect also extends to after the crop is harvested, and any food made from it will not rot, spoil, or grow any mold. Because of this, many different crops and plants can be found throughout '''Level 10'''. Below is a list of all of the plants that '''Level 10'''’s fields are made of, in order of most common to least common.
* Wheat,
* Grass,
* Buckwheat,
* Rice,
* Sunflower,
* Carrot,
* Radish.
Dirt paths run through the entirety of '''Level 10''', branching off into different sections. It is believed that every path eventually connects to each other, mainly because of the massive amount of diverging pathways and turns. It is not advised to travel too far from the path; it is easy to get lost and it will likely be difficult to find the path again. Because of this, areas a far distance from the path are largely unexplored, although it is assumed that there is nothing notable out that far.
Occasionally, different structures can be found near the path. These structures are usually themed around farms and can be things such as cabins, barns, and small houses. They typically have boxes and crates in them with construction tools, wood, and fertilizer, but they may also have objects like [[Object 1|Almond Water]], [[Liquid Pain]], and [[Moth Jelly]] on rare occurrences. While these buildings are usually safe to inhabit and live in, it is important to keep in mind that Scarecrow entities may live in them on rare instances. Another potential danger from these structures is that entities may appear in them during the nighttime, and oftentimes come outside to hunt.
'''Level 10''' has an unusual day-night cycle. The day lasts for roughly 16 hours, while the night lasts for 8. Another strange thing about it is that the light never actually changes. Instead, a thick fog slowly appears into the level when it approaches night time.
Many bodies of water are scattered around '''Level 10'''. Rivers flow through the pasture, with Oxbow lakes formed nearby some of them. Ponds and lakes can also be seen in '''Level 10''', and they very rarely stretch on far enough to be considered seas. Each of these are filled with original flavor [[Object 1|Almond Water]], and the [[Object 1|Almond Water]] is fully clean and safe to drink, despite being surrounded by soil.
The air in '''Level 10''' has a calming effect on wanderers, and has also shown to relieve pain. Many people have claimed that their wounds have also healed faster, but it is possible that the soothing properties of the level just make it feel that way.
A slight breeze is present throughout the level, making the temperature of '''Level 10''' feel chilly, but consistent. '''Level 10''' also has a water cycle, but the rain never falls harder than a small drizzle.
------------------------------------------
[[File:Level10Pic.png|thumb]]
''“A new hope has sparked within me. I haven’t seen clear skies in so long, and I haven’t been able to enjoy a nice breath of fresh air in what feels like years.''
''This place reminds me of home. It reminds me of how good things were when I was home. It reminds me of my family, my friends, it reminds me of my memories. It reminds'' ''me how important it is that I finally come back home.”''
------------------------------------------
== Entities ==
Normal entities are a very rare sight on '''Level 10''', with few [[Smilers]] and [[Hounds]] residing in the level. There are other entities exclusive to the level that are much more common, though.
=== Wheat Worms ===
Wheat Worms entities that live in the soil of '''Level 10'''. They have the appearance of typical brown worms from Earth. They do not seem to need any food, water, or sleep to survive. While they spend most of their time a few meters underground, they temporarily come to the surface when it rains.
While Wheat Worms do not pose any direct danger, they secrete an unknown, brown substance and trail it wherever they go. This substance is normally harmless, but with enough of it, it can give an infection to crops. When a Wheat Worm dies, it decays into this substance, making enough of it to infect crops. If one eats an infected crop, the infection will get passed onto them and they will get extremely sick. Symptoms may include; stomach aches, blurry vision, vomiting, and fatigue.
=== Scarecrow ===
Scarecrows are entities that resemble hay scarecrows with a leather jacket, pumpkin head, and straw hat. They move by levitating just a few centimeters from the ground, and it is presumed that they are too heavy to float any higher.
Scarecrows are only found in or near barns, and are usually seen farming and taking care of crops. They can bend and shift their arms into tools such as sickles and shovels to help them farm. During the daytime, they pose no threat to any passersby and only become hostile to anyone who comes too close to the farm or tries to destroy it. It is unknown what happens to victims of Scarecrows, though lots of evidence supports the theory that they become soil for future crops.
However, during the night, Scarecrows become extremely hostile and are actively on the hunt. They sneak up on prey by disguising themselves as normal scarecrows, and slowly approaching when the prey isn’t paying attention. After that, they will shift their arm into a sharp stake and stab the victim.
------------------------------------------
''“After a while of wandering, the wheat crops slowly started to fade into a field of short grass. I saw clouds start to come in above me, and then it began to rain.''
''Shortly following that, I saw thousands of worms coming out of the ground. Worms everywhere as far as the eye can see, stretching on for miles. It was very, very'' ''strange, like the feeling of a really weird dream. But, I guess this is the way of the Backrooms. At least I had finally found an entity that wasn’t constantly trying'' ''to kill me.''
------------------------------------------
== Colonies & Outposts ==
Due to the safety of the level and calming effects, many people decide to stay in '''Level 10'''.
=== Farmers Association of Level 10 ===
The F.A.O.L. is a friendly group in '''Level 10''' that has multiple bases scattered around the level. They are allies with the M.E.G. and they often exchange supplies. Their main base is near the entrance from [[Level 20]], and it is similar to a medieval village. Their smaller bases all live in different barns and houses interspersed throughout '''Level 10'''.
They harvest and take crops from the rest of the level to make farms out of them. They also farm crops not found in '''Level 10'''–such as potatoes and tomatoes–by trading with wanderers and bringing them from [[Level 20]]. The farms are the F.A.O.L.’s main source of food, but they also find other food items in [[Level 20]] occasionally.
F.A.O.L. has about 800 members, with roughly 500 of them living in their primary base. They are growing at a fast rate due to their lenient restrictions on who can join, allowing almost anyone interested in agriculture and knows how to farm.
=== Anti-Scarecrow Movement ===
The A.S.M. is a group that branched off from the F.A.O.L. They were formed after a Scarecrow attacked the second largest base of the F.A.O.L., leaving no survivors. After the news reached a small F.A.O.L. settlement, they came together and made the A.S.M.
The A.S.M.’s one and only goal is to eradicate Scarecrows from '''Level 10'''. They are the most active at day, since the Scarecrows are safer during that time. They are a nomadic group, finding Scarecrows in barns and taking it over after killing the Scarecrow. If a wanderer reports a Scarecrow, the A.S.M. will help them by giving them items or show them where to find the exit.
Currently, the A.S.M. only has 40 members, largely due to their strict conditions for becoming a member. The A.S.M. has been split up into 8 groups of 5, with each group moving outwards in different directions for hunting to be as efficient as possible.
Despite being a division of the F.A.O.L., the M.E.G. rarely supplies them, as they feel the existence of the group is unnecessary. The few times that the M.E.G. has provided them resources is to trade when the F.A.O.L. has a specific item the M.E.G. needs.
== Entrances and Exits ==
=== Entrances ===
* Walking into a patch of abnormally tall grass in [[Level 9]] will cause one to be sent here.
* Finding an elevator on [[Level 20]] and going to floor 10 has a chance of sending one to '''Level 10'''
* No-clipping through gate 10 in [[Level 36]] sends one to '''Level 10'''
=== Exits ===
* In '''Level 10''', there may be city lights that appear as if they were miles away. Approaching these lights will provide entry to [[Level 11]] with an abrupt and sudden transition.
* Entering a large, deep hole will lead to [[Level 8]].
----
{{Author|[[User:Xboy1|Xboy1]]
Draft by [[User:Beaconhair2226|Beaconhair2226]]|The first picture, "[https://www.flickr.com/photos/9998127@N06/8698356088 Another look at the foggy field]" by Bill Abbott, is licensed under CC BY-SA 2.0
The second picture, "[https://www.flickr.com/photos/oatsy40/48423262346/ Field]" by oatsy40 is licensed under CC BY-SA 2.0}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]]
27c338a52330254732d0ba839e620d9e93e801cc
File:Level10Pic.png
6
64
183
2024-05-19T13:01:24Z
Beaconhair2226
12
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Level10Pic2.png
6
65
184
2024-05-19T13:01:47Z
Beaconhair2226
12
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:BeaconPfp.png
6
66
189
2024-05-19T13:25:58Z
Beaconhair2226
12
This is a test image
wikitext
text/x-wiki
== Summary ==
This is a test image
a7d54cc92e9d8481791f1247625c300e50979045
User:Beaconhair2226
2
67
191
2024-05-19T13:35:31Z
Beaconhair2226
12
Created page with "{{DISPLAYTITLE:'''Beaconhair2226'''}} [[File:BeaconPfp.png|thumb|''Hey! Its me!'']] ==About Me== Hello Everyone! My name is Beaconhair2226! I was the third ever person to join the Lost Realities, I was invited by Xboy (One of the best people I've met frfr) My interests include: * Proggraming * Writing * Chemistry * Math * Cooking I am a ''mediocare'' writer who made some levels! ==What I've made== Just some stuff! ===Rooms=== [[Level 10]] - My first page in the Lost R..."
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Beaconhair2226'''}}
[[File:BeaconPfp.png|thumb|''Hey! Its me!'']]
==About Me==
Hello Everyone! My name is Beaconhair2226!
I was the third ever person to join the Lost Realities, I was invited by Xboy (One of the best people I've met frfr)
My interests include:
* Proggraming
* Writing
* Chemistry
* Math
* Cooking
I am a ''mediocare'' writer who made some levels!
==What I've made==
Just some stuff!
===Rooms===
[[Level 10]] - My first page in the Lost Realities
[[Level 20]] - Wrote it myself
[[Level 21]] - My idea and my writing!
[[Level 455]] - My first ever level
[[Level 36]] - I hate airports! (Not yet made)
[[Zone 25]] - The second ever zone!
===Things===
[[Almond Water]] - I am very proud of this one, it's the only article I've made that didn't suck!
2a7c52322af13d34868f4647938bf006fdfea8b6
192
191
2024-05-19T13:35:51Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Beaconhair2226'''}}
[[File:BeaconPfp.png|thumb|''Hey! Its me!'']]
==About Me==
Hello Everyone! My name is Beaconhair2226!
I was the third ever person to join the Lost Realities, I was invited by Xboy (One of the best people I've met frfr)
My interests include:
* Proggraming
* Writing
* Chemistry
* Math
* Cooking
I am a ''mediocare'' writer who made some levels!
==What I've made==
Just some stuff!
===Rooms===
* [[Level 10]] - My first page in the Lost Realities
* [[Level 20]] - Wrote it myself
* [[Level 21]] - My idea and my writing!
* [[Level 455]] - My first ever level
* [[Level 36]] - I hate airports! (Not yet made)
* [[Zone 25]] - The second ever zone!
===Things===
* [[Almond Water]] - I am very proud of this one, it's the only article I've made that didn't suck!
e0de8331b462f7ff899310d7b2338b2d00831096
193
192
2024-05-19T13:41:14Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Beaconhair2226'''}}
[[File:BeaconPfp.png|thumb|''Hey! Its me!'']]
==About Me==
Hello Everyone! My name is Beaconhair2226!
I was the third ever person to join the Lost Realities, I was invited by Xboy (One of the best people I've met frfr)
My interests include:
* Proggraming
* Writing
* Chemistry
* Math
* Cooking
I am a ''mediocare'' writer who made some levels!
----
I've made the mascot of Lost Realities called "Robert", I'm also a moderator for the [http://Discord%20Serverhttps://discord.com/channels/1213534052372447292/1213567464659751044 Discord Server]
----
Best People ever:
* Haxord
* Xboy
* Gogurte
* Equinox
Also congrats on visiting the first profile page on Lost Realities!
----
ALSO TIMX STOP POSTING BRAINROT IN GEN CHAT!!!!!1!!!11!1!!!
==What I've made==
Just some stuff!
===Rooms===
* [[Level 10]] - My first page in the Lost Realities
* [[Level 20]] - Wrote it myself
* [[Level 21]] - My idea and my writing!
* [[Level 455]] - My first ever level
* [[Level 36]] - I hate airports! (Not yet made)
* [[Zone 25]] - The second ever zone!
===Things===
* [[Almond Water]] - I am very proud of this one, it's the only article I've made that didn't suck!
49b328e1b890bc39ced7e76935340507f01ec9cd
194
193
2024-05-19T13:46:45Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Beaconhair2226'''}}
[[File:BeaconPfp.png|thumb|''Hey! Its me!'']]
<div style="margin-bottom: 750px; display:block; width:100%; left:0px; z-index:-1; position:fixed; top:0px;BeaconPfp.png</div
==About Me==
Hello Everyone! My name is Beaconhair2226!
I was the third ever person to join the Lost Realities, I was invited by Xboy (One of the best people I've met frfr)
My interests include:
* Proggraming
* Writing
* Chemistry
* Math
* Cooking
I am a ''mediocare'' writer who made some levels!
----
I've made the mascot of Lost Realities called "Robert", I'm also a moderator for the [http://Discord%20Serverhttps://discord.com/channels/1213534052372447292/1213567464659751044 Discord Server]
----
Best People ever:
* Haxord
* Xboy
* Gogurte
* Equinox
Also congrats on visiting the first profile page on Lost Realities!
----
ALSO TIMX STOP POSTING BRAINROT IN GEN CHAT!!!!!1!!!11!1!!!
==What I've made==
Just some stuff!
===Rooms===
* [[Level 10]] - My first page in the Lost Realities
* [[Level 20]] - Wrote it myself
* [[Level 21]] - My idea and my writing!
* [[Level 455]] - My first ever level
* [[Level 36]] - I hate airports! (Not yet made)
* [[Zone 25]] - The second ever zone!
===Things===
* [[Almond Water]] - I am very proud of this one, it's the only article I've made that didn't suck!
0ecbac069c91f488b19605061b468e039142407d
195
194
2024-05-19T13:46:56Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Beaconhair2226'''}}
[[File:BeaconPfp.png|thumb|''Hey! Its me!'']]
==About Me==
Hello Everyone! My name is Beaconhair2226!
I was the third ever person to join the Lost Realities, I was invited by Xboy (One of the best people I've met frfr)
My interests include:
* Proggraming
* Writing
* Chemistry
* Math
* Cooking
I am a ''mediocare'' writer who made some levels!
----
I've made the mascot of Lost Realities called "Robert", I'm also a moderator for the [http://Discord%20Serverhttps://discord.com/channels/1213534052372447292/1213567464659751044 Discord Server]
----
Best People ever:
* Haxord
* Xboy
* Gogurte
* Equinox
Also congrats on visiting the first profile page on Lost Realities!
----
ALSO TIMX STOP POSTING BRAINROT IN GEN CHAT!!!!!1!!!11!1!!!
==What I've made==
Just some stuff!
===Rooms===
* [[Level 10]] - My first page in the Lost Realities
* [[Level 20]] - Wrote it myself
* [[Level 21]] - My idea and my writing!
* [[Level 455]] - My first ever level
* [[Level 36]] - I hate airports! (Not yet made)
* [[Zone 25]] - The second ever zone!
===Things===
* [[Almond Water]] - I am very proud of this one, it's the only article I've made that didn't suck!
49b328e1b890bc39ced7e76935340507f01ec9cd
Object List
0
33
196
113
2024-05-19T15:02:52Z
Beaconhair2226
12
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Object 1]] - "Almond Water"
[[Object 2]] - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
Object 5 - "Carpet Fluid"
Object 6 - "Moth Jelly"
Object 7 - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
[[Object 11]] - "Blackfire Powder"
[[Object 12]] - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
[[Object 15]] - "Fire Salt"
[[Object 16]] - "Royal Rations"
[[Object 17]] - "Liquid Silence"
[[Object 18]] - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
[[Musical Guns|Object 31]] - "Musical Guns"
Object 32 - [EMPTY SPOT]
[[Mono-Cola|Object 33]] - "Mono-Cola"
Object 34 - [EMPTY SPOT]
[[Bremos Chloren|Object 35]] - "Bremos-Chloren"
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
[[Cookbook from Hell|Object 49]] - "Cookbook from Hell"
[[Placeholder|Object 50]] - "Placeholder"
===== More Objects coming soon! =====
f9b1e2c2124926271fb53ebd62e4653ec0cf2d7d
197
196
2024-05-19T15:03:29Z
Beaconhair2226
12
/* Objects */
wikitext
text/x-wiki
= Objects =
== 1-30: ==
[[Object 1]] - "Almond Water"
[[Object 2]] - "Level Keys"
Object 3 - [EMPTY SPOT]
Object 4 - [EMPTY SPOT]
[[Object 5]] - "Carpet Fluid"
[[Object 6]] - "Moth Jelly"
[[Object 7]] - "Memory Jars"
Object 8 - [EMPTY SPOT]
Object 9 - [EMPTY SPOT]
Object 10 - [EMPTY SPOT]
[[Object 11]] - "Blackfire Powder"
[[Object 12]] - "Liquid Pain"
Object 13 - [EMPTY SPOT]
Object 14 - [EMPTY SPOT]
[[Object 15]] - "Fire Salt"
[[Object 16]] - "Royal Rations"
[[Object 17]] - "Liquid Silence"
[[Object 18]] - "Backshrooms"
Object 19 - [EMPTY SPOT]
Object 20 - [EMPTY SPOT]
Object 21 - [EMPTY SPOT]
Object 22 - [EMPTY SPOT]
Object 23 - [EMPTY SPOT]
Object 24 - [EMPTY SPOT]
Object 25 - [EMPTY SPOT]
Object 26 - [EMPTY SPOT]
Object 27 - [EMPTY SPOT]
Object 28 - [EMPTY SPOT]
Object 29 - [EMPTY SPOT]
Object 30 - [EMPTY SPOT]
== 31-50: ==
[[Musical Guns|Object 31]] - "Musical Guns"
Object 32 - [EMPTY SPOT]
[[Mono-Cola|Object 33]] - "Mono-Cola"
Object 34 - [EMPTY SPOT]
[[Bremos Chloren|Object 35]] - "Bremos-Chloren"
Object 36 - [EMPTY SPOT]
Object 37 - [EMPTY SPOT]
Object 38 - [EMPTY SPOT]
Object 39 - [EMPTY SPOT]
Object 40 - [EMPTY SPOT]
Object 41 - [EMPTY SPOT]
Object 42 - [EMPTY SPOT]
Object 43 - [EMPTY SPOT]
Object 44 - [EMPTY SPOT]
Object 45 - [EMPTY SPOT]
Object 46 - [EMPTY SPOT]
Object 47 - [EMPTY SPOT]
Object 48 - [EMPTY SPOT]
[[Cookbook from Hell|Object 49]] - "Cookbook from Hell"
[[Placeholder|Object 50]] - "Placeholder"
===== More Objects coming soon! =====
d550395f5e0c4111edbbbff8c7ca410e582ccbb0
Main Page
0
1
202
201
2024-05-19T15:10:46Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
[[File:Level 0.png|200px, The Backrooms - "The Liminal Reality" |link=https://lostrealities.miraheze.org/wiki/The_Backrooms]]
9afe77eaf1fdde17b5177c85c648b69ec6201b22
203
202
2024-05-19T15:11:01Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
[[File:Level 0.png|200px|The Backrooms - "The Liminal Reality"|link=https://lostrealities.miraheze.org/wiki/The_Backrooms]]
56bbbdb96af25ba19e4503f4abee7548731d2dd0
204
203
2024-05-19T15:11:23Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
<big>[[The Frontrooms]] - "The True Reality"<br>
[[The Backrooms]] - "The Liminal Reality"<br>
[[The Uprooms]] - "The Broken Reality"<br>
[[The Downrooms]] - "The Forgotten Reality"</big>
[[File:Level 0.png|200px|link=https://lostrealities.miraheze.org/wiki/The_Backrooms]]
The Backrooms - "The Liminal Reality"<br>
d84575f200430873b8b91878e8ed4b88b593042c
205
204
2024-05-19T17:21:00Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
[[File:The Blue Marble.jpg|200px|center|link=The Frontrooms]]
<big>[[The Frontrooms]] - "The True Reality"</big>
[[File:Level 0.png|200px|center|link=The Backrooms]]
<big>[[The Backrooms]] - "The Liminal Reality"</big>
[[File:The Blue Marble.jpg|200px|center|link=The Uprooms]]
<big>[[The Uprooms]] - "The Broken Reality"</big>
[[File:Floor 0.png|200px|center|link=The Downrooms]]
<big>[[The Downrooms]] - "The Forgotten Reality"</big>
c9baf9a2dc146b4a047f8d68d246fb7434e817d8
207
205
2024-05-19T18:05:26Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
[[File:The Blue Marble.jpg|200px|center|link=The Frontrooms]]
<big>[[The Frontrooms]] - "The True Reality"</big>
[[File:Level 0.png|200px|center|link=The Backrooms]]
<big>[[The Backrooms]] - "The Liminal Reality"</big>
[[File:Zone 0.jpg|200px|center|link=The Uprooms]]
<big>[[The Uprooms]] - "The Broken Reality"</big>
[[File:Floor 0.png|200px|center|link=The Downrooms]]
<big>[[The Downrooms]] - "The Forgotten Reality"</big>
0fdaeec4a705bebbc1c569ed00ddd0d00bdd24c2
209
207
2024-05-19T18:27:14Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
[[File:The Blue Marble.jpg|200px|center|link=The Frontrooms]]
<big>[[The Frontrooms]] - "The True Reality"</big>
[[File:Level 0.png|200px|center|link=The Backrooms]]
<big>[[The Backrooms]] - "The Liminal Reality"</big>
[[File:Zone 0.jpg|200px|center|link=The Uprooms]]
<big>[[The Uprooms]] - "The Broken Reality"</big>
[[File:Floor 0.png|200px|center|link=The Downrooms]]
<big>[[The Downrooms]] - "The Forgotten Reality"</big>
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:white; color:black"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|[[The Frontrooms]] - "The True Reality"
|width="100"|[[The Backrooms]] - "The Liminal Reality"
|width="100"|[[The Uprooms]] - "The Broken Reality"
|width="100"|[[The Downrooms]] - "The Forgotten Reality"
|}
b92ab2058b0faab93cb399216b9517f8fac765ac
210
209
2024-05-19T18:27:52Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
[[File:The Blue Marble.jpg|200px|center|link=The Frontrooms]]
<big>[[The Frontrooms]] - "The True Reality"</big>
[[File:Level 0.png|200px|center|link=The Backrooms]]
<big>[[The Backrooms]] - "The Liminal Reality"</big>
[[File:Zone 0.jpg|200px|center|link=The Uprooms]]
<big>[[The Uprooms]] - "The Broken Reality"</big>
[[File:Floor 0.png|200px|center|link=The Downrooms]]
<big>[[The Downrooms]] - "The Forgotten Reality"</big>
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|[[The Frontrooms]] - "The True Reality"
|width="100"|[[The Backrooms]] - "The Liminal Reality"
|width="100"|[[The Uprooms]] - "The Broken Reality"
|width="100"|[[The Downrooms]] - "The Forgotten Reality"
|}
02418f3ac9514ebcee08409f6e081e1925bb0777
211
210
2024-05-19T18:28:19Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|[[The Frontrooms]] - "The True Reality"
|width="100"|[[The Backrooms]] - "The Liminal Reality"
|width="100"|[[The Uprooms]] - "The Broken Reality"
|width="100"|[[The Downrooms]] - "The Forgotten Reality"
|}
b9915be1027fa4d0c129385baa95ec2b9a785769
212
211
2024-05-19T18:32:24Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|[[The Frontrooms]] - "The True Reality"
|width="100"|[[The Backrooms]] - "The Liminal Reality"
|width="100"|[[The Uprooms]] - "The Broken Reality"
|width="100"|[[The Downrooms]] - "The Forgotten Reality"
|}
9d75f416f46db28652376fe59a06b225a53e676a
213
212
2024-05-19T18:33:57Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|The True Reality
|width="100"|The Liminal Reality
|width="100"|The Broken Reality
|width="100"|The Forgotten Reality
|}
647a7349a67b193b8612e3b41119c77f7c44f297
214
213
2024-05-19T18:36:38Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|[[The Frontrooms]]
|width="100"|[[The Backrooms]]
|width="100"|[[The Uprooms]]
|width="100"|[[The Downrooms]]
|width="100"|The True Reality
|width="100"|The Liminal Reality
|width="100"|The Broken Reality
|width="100"|The Forgotten Reality
|}
7848cca96785ac693b00fe955fc8b6d104f593f8
215
214
2024-05-19T18:37:34Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center" valign="bottom"
|width="100"|The True Reality
|width="100"|The Liminal Reality
|width="100"|The Broken Reality
|width="100"|The Forgotten Reality
|}
4e4659fbd0c8b71a8d3e6ebd04e803c6786bc431
216
215
2024-05-19T18:38:11Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center" valign="top"
|width="100"|The True Reality
|width="100"|The Liminal Reality
|width="100"|The Broken Reality
|width="100"|The Forgotten Reality
|}
9b77a0fbfd3a33355990ee0276fd6f487083a9e4
217
216
2024-05-19T18:38:34Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center" valign="top"
|width="50"|The True Reality
|width="50"|The Liminal Reality
|width="50"|The Broken Reality
|width="50"|The Forgotten Reality
|}
568de6874c0ec982181d3f2687f8543f9fb8585b
218
217
2024-05-19T18:39:07Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="top"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|The True Reality
|width="50"|The Liminal Reality
|width="50"|The Broken Reality
|width="50"|The Forgotten Reality
|}
0ad79c505dabe553741c32a8f0ef895f69f56c69
219
218
2024-05-19T18:39:28Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="bottom"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|The True Reality
|width="50"|The Liminal Reality
|width="50"|The Broken Reality
|width="50"|The Forgotten Reality
|}
9d186b0773a42d3e819a04f4ed4b9fd7ad5ea6b3
220
219
2024-05-19T18:42:25Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=5px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="bottom"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|''"The True Reality"''
|width="50"|''"The Liminal Reality"''
|width="50"|''"The Broken Reality"''
|width="50"|''"The Forgotten Reality"''
|}
b17e6d92e9e809713e7a9af69b684a3a37c7ea06
221
220
2024-05-19T18:43:13Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="bottom"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|''"The True Reality"''
|width="50"|''"The Liminal Reality"''
|width="50"|''"The Broken Reality"''
|width="50"|''"The Forgotten Reality"''
|}
a1f1a3198308606cb16f75707351e65d5433b80f
234
221
2024-05-20T16:44:50Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="bottom"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|''"The True Reality"''
|width="50"|''"The Liminal Reality"''
|width="50"|''"The Broken Reality"''
|width="50"|''"The Forgotten Reality"''
|}
==Improve your experience==
[Text not yet filled out]
8a88775f81855e24a5aa6d07ce8cc2e13b32b5ce
File:Zone 0.jpg
6
68
206
2024-05-19T17:45:50Z
Xboy1
2
Zone 0 of the Uprooms.
wikitext
text/x-wiki
== Summary ==
Zone 0 of the Uprooms.
6d616ce737ad0bf7e401129d53b8d2d4a75ccc01
The Uprooms
0
10
208
13
2024-05-19T18:06:31Z
Xboy1
2
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
----
<br>
<center><big>[[Zone List|View Zone List]]</big></center><br>
<center><big>[[Anomaly List|View Anomaly List]]</big></center><br>
<center><big>[[Item List|View Item List]]</big></center><br>
f183b8280b4b8730d752992d8a32ea57ac08e350
MediaWiki:Evelution.css
8
12
222
15
2024-05-19T18:45:23Z
Xboy1
2
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
11487d7f7004e1123bceb93058b87a9686e145cd
223
222
2024-05-19T19:30:40Z
Beaconhair2226
12
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Almond2.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#a64942; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#c75f58; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
1a2b64be6d06967c7835782f1991a2a128300307
224
223
2024-05-19T19:31:53Z
Beaconhair2226
12
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Almond2.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
9f7a790b681baaa709173d77cee656f81dafdae1
225
224
2024-05-19T19:36:17Z
Beaconhair2226
12
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Almond2.png/1200px-Almond2.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
241890456a230fd948b3717e56a4bb0fd17e9152
226
225
2024-05-19T19:44:01Z
Xboy1
2
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
22bb94805a74e286cc784c1e4cc7c35f805e8364
User:KKMidgardKk
2
2
227
4
2024-05-20T02:13:30Z
KKMidgardKk
8
wikitext
text/x-wiki
Newbie writer that has no idea how to use wiki coding or whatever it's called :D
'''PAGES I HAVE WRITTEN SO FAR:'''
''Object 11 (Blackfire Powder)''
bd8bfb77d1e2eea3cd2fef071182be55e25cfc31
228
227
2024-05-20T02:25:47Z
KKMidgardKk
8
wikitext
text/x-wiki
Newbie writer that has no idea how to use wiki coding or whatever it's called :D
'''PAGES I HAVE WRITTEN SO FAR:'''
[[Object 11 (Blackfire Powder)]]
97909f3eabdf07412704af4904e89dd7c3d43687
File:UR Class +2.png
6
69
229
2024-05-20T15:45:59Z
Xboy1
2
wikitext
text/x-wiki
Usage Rating Class +2
d5cd3865d02576bb3b045227382bfd1b0f232328
230
229
2024-05-20T15:48:57Z
Xboy1
2
Xboy1 uploaded a new version of [[File:UR Class +2.png]]
wikitext
text/x-wiki
Usage Rating Class +2
d5cd3865d02576bb3b045227382bfd1b0f232328
Template:UR Class +2
10
56
231
142
2024-05-20T15:51:04Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #fffbb3 0%, #fffcc2 40%); border:6px solid #c9c68b; border-radius: 5px">
[[File:UR Class +2.png|right|200px]]
<span style="color: #c9c68b;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#c9c68b;font-size:24px;padding:0px 5px>Class Positive</span></div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|+}}}'''</div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|2}}}'''</div>
<div style="color:#c9c68b; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Staple Usfulness}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Positive]]
264fa334ccb7d0d6d2ffc419b385f2e450692e11
File:UR Class -1.png
6
70
232
2024-05-20T16:39:54Z
Xboy1
2
Usage Rating Class -1
wikitext
text/x-wiki
== Summary ==
Usage Rating Class -1
faaf30afec3047c694697e8706d61996ac6be716
Template:UR Class -1
10
71
233
2024-05-20T16:41:06Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px"> [[File:UR Class -1.png|right|200px]] <span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Usage Rating: <span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class Negative</span></div> <div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20p..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px">
[[File:UR Class -1.png|right|200px]]
<span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class Negative</span></div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|-}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|1}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Harmful Uses}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Negative]]
e456cec1bc5fc1efe06ec4506401f7de8cce503d
The Backrooms
0
9
235
12
2024-05-20T16:58:19Z
Beaconhair2226
12
wikitext
text/x-wiki
= What are the Backrooms? =
[[File:Level 0.png|thumb|The first known confirmed photograph of the Backrooms.]]
Little pockets of glitched reality send thousands of people into the depths of this liminal wasteland. Some things seem vague to us, while others give a sense of nostalgia and trick our senses into letting our guard down. Rooms lined with the familiarity of concrete and drywall bring suspicion towards the unholy creation of this place. A corrupted world, beyond the bounds of normal reality, lies just out of our comprehension. These walls may attempt to lure you with their psychotic, florescent humming and uncanny resemblance to our world. Even though you may think you have escaped, do not under any circumstances believe you are safe. For as long as you are here, you have no idea of what may be looking for you. Creatures from a distant realm collected here in a maze of confusion and recollection driven by blood lust; and they will stop at nothing to get their relentless hands—or other contorted limbs—on your corpse.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Backrooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Level List]]
|[[File:Omgxboydidntsendit.png|border|200px|center|link=Entity List]]
|[[File:Almond2.png|border|200px|center|link=Object List]]
|-align="center" valign="top"
|width="50"|Levels
|width="50"|Entities
|width="50"|Objects
|}
cef282ed7dd758e2e75bc5fb60d6501177bda85a
236
235
2024-05-20T16:59:54Z
Beaconhair2226
12
wikitext
text/x-wiki
= What are the Backrooms? =
[[File:Level 0.png|thumb|The first known confirmed photograph of the Backrooms.]]
Little pockets of glitched reality send thousands of people into the depths of this liminal wasteland. Some things seem vague to us, while others give a sense of nostalgia and trick our senses into letting our guard down. Rooms lined with the familiarity of concrete and drywall bring suspicion towards the unholy creation of this place. A corrupted world, beyond the bounds of normal reality, lies just out of our comprehension. These walls may attempt to lure you with their psychotic, florescent humming and uncanny resemblance to our world. Even though you may think you have escaped, do not under any circumstances believe you are safe. For as long as you are here, you have no idea of what may be looking for you. Creatures from a distant realm collected here in a maze of confusion and recollection driven by blood lust; and they will stop at nothing to get their relentless hands—or other contorted limbs—on your corpse.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Backrooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Level List]]
|[[File:Smiler.png|border|200px|center|link=Entity List]]
|[[File:Almond2.png|border|200px|center|link=Object List]]
|-align="center" valign="top"
|width="50"|Levels
|width="50"|Entities
|width="50"|Objects
|}
b81e45545d62bfe1ec3b9864b22cf64d40494708
File:UR Class -2.png
6
72
237
2024-05-20T18:00:55Z
Xboy1
2
Usage Rating Class -2
wikitext
text/x-wiki
== Summary ==
Usage Rating Class -2
1f023fb62e9b0fb6cdeff3c6325fefd3b5e9ad55
Template:UR Class -2
10
73
238
2024-05-20T18:01:09Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #353535 0%, #434343 40%); border:6px solid black; border-radius: 5px"> [[File:UR Class -2.png|right|200px]] <span style="color:black;font-size:16px;padding:0px 5px>'''Usage Rating: <span style="color:black;font-size:24px;padding:0px 5px>Class Negative</span></div> <div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #353535 0%, #434343 40%); border:6px solid black; border-radius: 5px">
[[File:UR Class -2.png|right|200px]]
<span style="color:black;font-size:16px;padding:0px 5px>'''Usage Rating:
<span style="color:black;font-size:24px;padding:0px 5px>Class Negative</span></div>
<div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Safety: {{{safety|-}}}'''</div>
<div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Ubiquity: {{{ubiquity|2}}}'''</div>
<div style="color:black; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Uses: {{{uses|Completely Destructive}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude>[[Category:Class Negative]]
100265baee74563c36a1b05d1c67eb4a51a1f81e
Object 1
0
31
239
146
2024-05-20T18:13:58Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
{{UR Class +2}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Entity 3|Smiler]] or [[Entity 8|Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Phenomenon 2|Wretched Cycle]] or revert the effects of [[Object 12|Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as "overly sweet" by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[Entity 20|the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of liquorice and a mint-y aftertaste, described as ''"The worst thing I’ve ever tasted"'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Object 6|Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in [[the Frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
5a93fe5b04f602f63bd89521bf0ae5ca85fdcb56
Object 2
0
36
240
139
2024-05-20T18:30:49Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level keys"}}
'''{{UR Class +1|uses=Staple Usefulness|safety = +|ubiquity = 0.5}}
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a [[Phenomenon 34]].
Phenomenon 34 is a very rare phenomenon that can happen randomly; Phenomenon 34 is very unpredictable if one suspects an area of a level they’re inhabiting, it is best to relocate to a different level, the last recorded occurrence of Phenomenon 34 happening was on the 20th of February, 2013, when a piece of Level 21 broke off and fell into Level 17.
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in Level 37 due to him getting infected by the Hydrolitis Plague
**The Level key in Ethan’s possession was left and lost inside of Ethan’s base on Level 137
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas’ possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in Level 5’s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels [[Level 37|37]] and [[Level 58|58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key’s respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key’s from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key’s respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key’s have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level’s key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3’s key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from phenomenon 34. As well as Level 0’s key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key’s owner, the Level Key was left and lost inside of Ethan’s base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander’s companions on the 4th of January, 2017.
* Level 37
** Level 37’s Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37’s pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58’s Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of Level 3's, 4's and 21's keys.
[[File:Level keys.png|center|right|A artist's illustration of the level keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[User:Xboy1|Xboy1]], [[User:Beaconhair2226|Beaconhair2226]] and [[User:GogurteGuy|GogurteGuy]].
Level 0 image by Gogurte
level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
70d5f32e427da50b5dc736e7b88caf7616e7543a
241
240
2024-05-20T19:15:51Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level Keys"}}
'''{{UR Class +1|uses=Staple Usefulness|safety = +|ubiquity = 0.5}}
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a [[Phenomenon 34]].
[[Phenomenon 34]] is a very rare phenomenon that can happen randomly; [[Phenomenon 34]] is very unpredictable, and if one suspects it is affect an area of a level they're inhabiting, it is best to relocate to a different level. The last recorded occurrence of [[Phenomenon 34]] happening was on the 20th of February, 2013, when a piece of [[Level 21]] broke off and fell into [[Level 17]].
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in [[Level 37]] due to him getting infected by the [[Hydrolitis Plague]]
**The Level key in Ethan's possession was left and lost inside of Ethan's base on [[Level 137]]
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas' possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in [[Level 5]]'s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels [[Level 37|37]] and [[Level 58|58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key's respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key's from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key's respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key's have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level's key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3's key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from Phenomenon 34. As well as Level 0's key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key's owner, the Level Key was left and lost inside of Ethan's base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander's companions on the 4th of January, 2017.
* [[Level 37]]
** Level 37's Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37's pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58's Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of [[Level 3]]'s, [[Level 4|4]]'s and [[Level 21|21]]'s keys.
[[File:Level keys.png|center|right|A artist's illustration of the Level Keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[User:Xboy1|Xboy1]], [[User:Beaconhair2226|Beaconhair2226]] and [[User:GogurteGuy|GogurteGuy]].
Level 0 image by Gogurte
Level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
04fd51f90200026f2c8b2784f4730a1e43aef62f
Template:DL Class 0
10
74
242
2024-05-20T22:06:21Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #5D8289 0%, #76A5AF 40%); border:6px solid #134F5C; border-radius: 5px"> [[File:Class 0.png|right|200px]] <span style="color: #134F5C;font-size:16px;padding:0px 5px>'''Danger Level: <span style="color:#134F5C;font-size:24px;padding:0px 5px>Class 0</span></div> <div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-to..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #5D8289 0%, #76A5AF 40%); border:6px solid #134F5C; border-radius: 5px">
[[File:Class 0.png|right|200px]]
<span style="color: #134F5C;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#134F5C;font-size:24px;padding:0px 5px>Class 0</span></div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|0/5 - Non-Aggressive}}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|0/5 - Animal-Level Intelligence}}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|0/5 - Passive}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 0]]
50ae363662cd4f0f5593b73052a6ccf379ce3a84
Template:DL Class 1
10
75
243
2024-05-20T22:34:00Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #00DD00 0%, #00FF00 40%); border:6px solid #38761D; border-radius: 5px"> [[File:Class 1.png|right|200px]] <span style="color: #38761D;font-size:16px;padding:0px 5px>'''Danger Level: <span style="color:#38761D;font-size:24px;padding:0px 5px>Class 1</span></div> <div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-to..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #00DD00 0%, #00FF00 40%); border:6px solid #38761D; border-radius: 5px">
[[File:Class 1.png|right|200px]]
<span style="color: #38761D;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#38761D;font-size:24px;padding:0px 5px>Class 1</span></div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|1/5 - Rarely Aggressive}}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|1/5 - Very Low Intelligence}}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|1/5 - Mostly Passive}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 1]]
2ccf1ff6d7fcf409fc7771e55e7d8f170d3b3224
Template:DL Class 2
10
76
244
2024-05-20T22:38:39Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #D8AD2D 0%, #F1C232 40%); border:6px solid #7F6000; border-radius: 5px"> [[File:Class 2.png|right|200px]] <span style="color: #7F6000;font-size:16px;padding:0px 5px>'''Danger Level: <span style="color:#7F6000;font-size:24px;padding:0px 5px>Class 2</span></div> <div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-to..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #D8AD2D 0%, #F1C232 40%); border:6px solid #7F6000; border-radius: 5px">
[[File:Class 2.png|right|200px]]
<span style="color: #7F6000;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#7F6000;font-size:24px;padding:0px 5px>Class 2</span></div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|2/5 - Slightly Aggressive}}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|2/5 - Low Intelligence}}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|2/5 - Slightly Passive}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 2]]
0364dcc6f476d52c8013b7ee1284e6b3cd6b36ef
251
244
2024-05-20T23:48:35Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #D8AD2D 0%, #F1C232 40%); border:6px solid #7F6000; border-radius: 5px">
[[File:Class 2.png|right|200px]]
<span style="color: #7F6000;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#7F6000;font-size:24px;padding:0px 5px>Class 2</span></div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|2/5 - Slightly Aggressive}}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|2/5 - Low Intelligence}}}'''</div>
<div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|2/5 - Slightly Passive}}}'''</div>
<center><div style="color:#7F6000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''Habitat: {{{habitat|Many}}}'''</div></center>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 2]]
37c42d041ba137258088c9373c532c4c05a4fb44
Template:DL Class 3
10
77
245
2024-05-20T22:41:27Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px"> [[File:Class 3.png|right|200px]] <span style="color: #783F04;font-size:16px;padding:0px 5px>'''Danger Level: <span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div> <div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-to..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px">
[[File:Class 3.png|right|200px]]
<span style="color: #783F04;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|3/5 - Aggressive}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|3/5 - Average Intelligence}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|3/5 - Hostile}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 3]]
ec856b6d5d8190fe1679caeb7c62f55c7352f3e1
250
245
2024-05-20T23:44:26Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px">
[[File:Class 3.png|right|200px]]
<span style="color: #783F04;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|3/5 - Aggressive}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|3/5 - Average Intelligence}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|3/5 - Hostile}}}'''</div>
<center><div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''Habitat: {{{habitat|Many}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 3]]
5e4021522add63f479dc9a9beb9966252c85f930
Template:DL Class 4
10
78
246
2024-05-20T23:38:52Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px"> [[File:Class 4.png|right|200px]] <span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Danger Level: <span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div> <div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-to..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px">
[[File:Class 4.png|right|200px]]
<span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|4/5 - Very Aggressive}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|4/5 - Human-Level Intelligence}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|4/5 - Very Hostile}}}'''</div>
<center><div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px"> '''Habitat: {{{habitat|Many}}}'''
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 4]]
4e39c7156dbc9af8399c4e0e9c02f52eacaf5042
249
246
2024-05-20T23:43:16Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px">
[[File:Class 4.png|right|200px]]
<span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|4/5 - Very Aggressive}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|4/5 - Human-Level Intelligence}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|4/5 - Very Hostile}}}'''</div>
<center><div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px"> '''Habitat: {{{habitat|Many}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 4]]
e43d86d9ae8d11af2e097124b71875a681813798
Template:DL Class 5
10
79
247
2024-05-20T23:42:30Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #CC0000 0%, #FF0000 40%); border:6px solid #660000; border-radius: 5px"> [[File:Class 5.png|right|200px]] <span style="color: #660000;font-size:16px;padding:0px 5px>'''Danger Level: <span style="color:#660000;font-size:24px;padding:0px 5px>Class 5</span></div> <div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-to..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #CC0000 0%, #FF0000 40%); border:6px solid #660000; border-radius: 5px">
[[File:Class 5.png|right|200px]]
<span style="color: #660000;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#660000;font-size:24px;padding:0px 5px>Class 5</span></div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|5/5 - Extremely Aggressive}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|5/5 - Transhuman Intelligence}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|5/5 - Extremely Hostile}}}'''</div>
<center><div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Habitat: {{{habitat|Many}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 5]]
c0fafb410a269872f9ace922c6ff08db4b92816a
248
247
2024-05-20T23:42:50Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #CC0000 0%, #FF0000 40%); border:6px solid #660000; border-radius: 5px">
[[File:Class 5.png|right|200px]]
<span style="color: #660000;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#660000;font-size:24px;padding:0px 5px>Class 5</span></div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|5/5 - Extremely Aggressive}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|5/5 - Transhuman Intelligence}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|5/5 - Extremely Hostile}}}'''</div>
<center><div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''Habitat: {{{habitat|Many}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 5]]
17063af26955c2a370128cf527efb9f7964e1394
Template:DL Class 1
10
75
252
243
2024-05-20T23:49:57Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #00DD00 0%, #00FF00 40%); border:6px solid #38761D; border-radius: 5px">
[[File:Class 1.png|right|200px]]
<span style="color: #38761D;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#38761D;font-size:24px;padding:0px 5px>Class 1</span></div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|1/5 - Rarely Aggressive}}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|1/5 - Very Low Intelligence}}}'''</div>
<div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|1/5 - Mostly Passive}}}'''</div>
<center><div style="color:#38761D; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''Habitat: {{{habitat|Many}}}'''</div></center>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 1]]
e5838e2cb1f7732755a244132f88a55b2c5d8504
Template:DL Class 0
10
74
253
242
2024-05-20T23:51:45Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #5D8289 0%, #76A5AF 40%); border:6px solid #134F5C; border-radius: 5px">
[[File:Class 0.png|right|200px]]
<span style="color: #134F5C;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#134F5C;font-size:24px;padding:0px 5px>Class 0</span></div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|0/5 - Non-Aggressive}}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|0/5 - Animal-Level Intelligence}}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|0/5 - Passive}}}'''</div>
<center><div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''Habitat: {{{habitat|Many}}}'''</div></center>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 0]]
d6f7eccd3f211950645a1b1dfe7ca0e66d1e81d2
Template:DL Class 4
10
78
254
249
2024-05-20T23:52:04Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px">
[[File:Class 4.png|right|200px]]
<span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|4/5 - Very Aggressive}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|4/5 - Human-Level Intelligence}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|4/5 - Very Hostile}}}'''</div>
<center><div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px"> '''Habitat: {{{habitat|Many}}}'''</div></center>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 4]]
bdd4c3b05f073c2c6b438d35f067f41acee2236f
Template:DL Class 5
10
79
255
248
2024-05-20T23:52:17Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #CC0000 0%, #FF0000 40%); border:6px solid #660000; border-radius: 5px">
[[File:Class 5.png|right|200px]]
<span style="color: #660000;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#660000;font-size:24px;padding:0px 5px>Class 5</span></div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|5/5 - Extremely Aggressive}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|5/5 - Transhuman Intelligence}}}'''</div>
<div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|5/5 - Extremely Hostile}}}'''</div>
<center><div style="color:#660000; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''Habitat: {{{habitat|Many}}}'''</div></center>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 5]]
7652f8ff471c7d83046ebadec1a0f78d24a8aa27
Template:DL Class 3
10
77
256
250
2024-05-20T23:52:51Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px">
[[File:Class 3.png|right|200px]]
<span style="color: #783F04;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|3/5 - Aggressive}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|3/5 - Average Intelligence}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|3/5 - Hostile}}}'''</div>
<center><div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''Habitat: {{{habitat|Many}}}'''</div></center>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class 3]]
1878b0c7aa5dce23af9201367168059213947319
Level 0.2
0
59
258
176
2024-05-21T10:36:32Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:TEST PLEASE WORK.png|thumb|alt=please man|Plz work homie]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[Insert Image Here, Title = Photo Level 0.2, Caption= Photo by u/mattstudiosanimation on Reddit.]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
d88fabff1d6f6fa792c83e2562d319b80f5a59a7
259
258
2024-05-21T10:37:24Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2|thumb]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[Insert Image Here, Title = Photo Level 0.2, Caption= Photo by u/mattstudiosanimation on Reddit.]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
fc5b133ff950f90dd56c1671173722381f0adc3e
260
259
2024-05-21T10:39:27Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[Insert Image Here, Title = Photo Level 0.2, Caption= Photo by u/mattstudiosanimation on Reddit.]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
52f2bd3cf050354a8a062e8c999984df6f387add
261
260
2024-05-21T10:51:11Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
d87b60277f66598e6757f5f1c210f4dfd2074e6d
262
261
2024-05-21T10:51:48Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
5099e83741b3f0a8efefe001ed0ff510b93ac999
263
262
2024-05-21T10:52:09Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
\
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[Insert Image Here, Title = “The Dolm/Care” myth. Photographed by u/TaOl_61. Caption = The presence of an unknown entity is being theorized in the background.]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
f8551d7f01194bc220ce88afb4cf0e029f9153b9
265
263
2024-05-21T10:55:49Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[[File:The Dolm.jpg|thumb|The Dolm Myth. Presence of an unknown entity is theorized in the background]]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
5fb34bd8d20b68f3598321e993c261f77f25e70f
266
265
2024-05-21T11:00:34Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[[File:The Dolm.jpg|thumb|The Dolm Myth. Presence of an unknown entity is theorized in the background]]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
7873bf65bdd47596281e21822674a7fd806acf28
File:The Dolm.jpg
6
81
264
2024-05-21T10:55:07Z
Haxord
18
wikitext
text/x-wiki
Edited by u/TaOl_61
8b812fe8fc3e74f611063fd6b54ebca4be2c57b4
Level 4
0
82
267
2024-05-21T11:21:50Z
Haxord
18
Created page with "{{DISPLAYTITLE:Level 4: "Abandoned Office"}}"
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
817e7d50a76eb5612aeb64446ccb977f968fae36
269
267
2024-05-21T11:27:58Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
ab3ca5ee04cd5dce2052f0871631b886f8498967
270
269
2024-05-21T11:28:25Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description
0dab40a41bea844827eca4eddd009fa1cc913f1a
271
270
2024-05-21T11:30:09Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
34742a8defecb93d342c6ad03104cdede947e1f8
272
271
2024-05-21T11:52:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
99568775808fd25f806e901b0cee1a81ea6da2be
273
272
2024-05-21T11:56:32Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
cc7a5920505015b964eb3dbaa6bff1de4e452e66
274
273
2024-05-21T11:57:36Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on s
f24c25781245aec0b124767ee8282747f14005de
276
274
2024-05-21T12:04:00Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
Daytime
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
c5a078821c7b91b7d1cc3ab49380e1130db4332e
277
276
2024-05-21T12:04:41Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
Daytime
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
8d3584f9c6dc4243ea37cd5775c74026b420026a
278
277
2024-05-21T12:07:00Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
Daytime
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
4e39ab99ea59c86c27920269df8b934c42c9bf2c
279
278
2024-05-21T12:08:18Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
Daytime
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
defb2cdd05deb9ca5c2199ccc44d728310df4928
281
279
2024-05-21T12:16:49Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
Daytime
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
[[File:Level 4 Dark (2)|thumb|Another image of the level during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
270bab6444f6a65583e5dcd423275aa75168a63d
282
281
2024-05-21T12:23:00Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
Daytime
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
[[File:Level 4 Dark (2)|thumb|Another image of the level during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
1b1f3fc029e2153cf8fc0ac797f5aa4912f5a6d8
283
282
2024-05-21T12:23:59Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
Daytime
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
Rainy
The default weather of the Office. During this stage, the level will be completely normal.
Stormy
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
Clear
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
c4b1aa61eef14533d36d443e9fa74b7a56d79935
286
283
2024-05-21T17:28:04Z
2A02:214C:885C:D400:E9FF:B97D:668B:7FBA
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
Afternoon
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
Midnight
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
Rainy
The default weather of the Office. During this stage, the level will be completely normal.
Stormy
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
Clear
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
c026c514b194cf7376aca82bb5fa11de257bd111
287
286
2024-05-21T17:33:01Z
2A02:214C:885C:D400:E9FF:B97D:668B:7FBA
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
91c993570a8cebce8a09fb8584c054c3f6449763
288
287
2024-05-21T17:39:05Z
2A02:214C:885C:D400:E9FF:B97D:668B:7FBA
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 5 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 20 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
e6868e2a7188f2959c6dd044dbf36a8d78dfbcae
290
288
2024-05-21T17:45:49Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 5 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 20 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
c65cd5f88332bdf8def4ec9ec7d14a4378b1995b
292
290
2024-05-21T17:50:34Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
0a4a8e66cf5e60f6a2d4970e2cb15baa4924ece5
296
292
2024-05-21T18:07:39Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
57ee60e33625ee236484f8daa3d873d9ccd8c11d
301
296
2024-05-21T18:19:02Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
f92b43b425112c3bf58e8e45ed789b2e42b50164
303
301
2024-05-21T18:22:03Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in Level 4. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
2fea634fb7f354758a2c6a7694ce3cb6eec67814
File:Level 4.jpg
6
83
268
2024-05-21T11:27:32Z
Haxord
18
wikitext
text/x-wiki
Level 4
0f2b7bbd4653036b44bd267593ab1b56c6b2ad6e
File:Level 4 Midnight.jpg
6
84
275
2024-05-21T12:03:41Z
Haxord
18
wikitext
text/x-wiki
Level 4 Midnight
4455e74066d04ea2cbcc15113c31e16765586e08
The Backrooms
0
9
284
236
2024-05-21T13:27:31Z
Beaconhair2226
12
wikitext
text/x-wiki
= What are the Backrooms? =
[[File:Level 0.png|thumb|The first known confirmed photograph of the Backrooms.]]
Little pockets of glitched reality send thousands of people into the depths of this liminal wasteland. Some things seem vague to us, while others give a sense of nostalgia and trick our senses into letting our guard down. Rooms lined with the familiarity of concrete and drywall bring suspicion towards the unholy creation of this place. A corrupted world, beyond the bounds of normal reality, lies just out of our comprehension. These walls may attempt to lure you with their psychotic, florescent humming and uncanny resemblance to our world. Even though you may think you have escaped, do not under any circumstances believe you are safe. For as long as you are here, you have no idea of what may be looking for you. Creatures from a distant realm collected here in a maze of confusion and recollection driven by blood lust; and they will stop at nothing to get their relentless hands—or other contorted limbs—on your corpse.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Backrooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Level List]]
|[[File:Omgxboydidntsendit.png|border|200px|center|link=Entity List]]
|[[File:Almond2.png|border|200px|center|link=Object List]]
|-align="center" valign="top"
|width="50"|Levels
|width="50"|Entities
|width="50"|Objects
|}
cef282ed7dd758e2e75bc5fb60d6501177bda85a
285
284
2024-05-21T13:28:04Z
Beaconhair2226
12
wikitext
text/x-wiki
= What are the Backrooms? =
[[File:Level 0.png|thumb|The first known confirmed photograph of the Backrooms.]]
Little pockets of glitched reality send thousands of people into the depths of this liminal wasteland. Some things seem vague to us, while others give a sense of nostalgia and trick our senses into letting our guard down. Rooms lined with the familiarity of concrete and drywall bring suspicion towards the unholy creation of this place. A corrupted world, beyond the bounds of normal reality, lies just out of our comprehension. These walls may attempt to lure you with their psychotic, florescent humming and uncanny resemblance to our world. Even though you may think you have escaped, do not under any circumstances believe you are safe. For as long as you are here, you have no idea of what may be looking for you. Creatures from a distant realm collected here in a maze of confusion and recollection driven by blood lust; and they will stop at nothing to get their relentless hands—or other contorted limbs—on your corpse.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Backrooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Level List]]
|[[File:Black.png|border|200px|center|link=Entity List]]
|[[File:Almond2.png|border|200px|center|link=Object List]]
|-align="center" valign="top"
|width="50"|Levels
|width="50"|Entities
|width="50"|Objects
|}
5ef70483812aeb1ae028d621fe3b78febd18790a
299
285
2024-05-21T18:12:59Z
Xboy1
2
wikitext
text/x-wiki
= What are the Backrooms? =
[[File:Level 0.png|thumb|The first known confirmed photograph of the Backrooms.]]
Little pockets of glitched reality send thousands of people into the depths of this liminal wasteland. Some things seem vague to us, while others give a sense of nostalgia and trick our senses into letting our guard down. Rooms lined with the familiarity of concrete and drywall bring suspicion towards the unholy creation of this place. A corrupted world, beyond the bounds of normal reality, lies just out of our comprehension. These walls may attempt to lure you with their psychotic, florescent humming and uncanny resemblance to our world. Even though you may think you have escaped, do not under any circumstances believe you are safe. For as long as you are here, you have no idea of what may be looking for you. Creatures from a distant realm collected here in a maze of confusion and recollection driven by blood lust; and they will stop at nothing to get their relentless hands—or other contorted limbs—on your corpse.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Backrooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Level List]]
|[[File:Smiler.png|border|200px|center|link=Entity List]]
|[[File:Almond2.png|border|200px|center|link=Object List]]
|-align="center" valign="top"
|width="50"|Levels
|width="50"|Entities
|width="50"|Objects
|}
b81e45545d62bfe1ec3b9864b22cf64d40494708
File:The Surveillance Room.jpg
6
86
289
2024-05-21T17:45:34Z
Haxord
18
wikitext
text/x-wiki
The Surveillance Room
0107da9980bd7be624e6ea5d5e19ff75b05bbd9a
File:The Staircase.jpg
6
87
291
2024-05-21T17:49:53Z
Haxord
18
wikitext
text/x-wiki
The Staircase
924a88f56f960422e12aefcd7933b4998c9822c4
Level 20
0
88
293
2024-05-21T18:01:09Z
Beaconhair2226
12
Created page with "{{DISPLAYTITLE:'''Level 20''': "Warehouse"}} {{Class 1|exit=1/5 - Common Exits|creature=0/5 - Devoid of Entities}} == Description == '''Level 20''' consists of a huge, empty warehouse. '''Level 20''' has a sterile environment, and keeps all kinds of cargo. The boxes on Level 20 are signed like in the Frontrooms, for Example: ''“Wyprodukowane w Rzeczypospolitej Polsce”'' , ''“Made in the United States of America”'', or ''“φτιαγμένο στην Ελλάδα..."
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 20''': "Warehouse"}}
{{Class 1|exit=1/5 - Common Exits|creature=0/5 - Devoid of Entities}}
== Description ==
'''Level 20''' consists of a huge, empty warehouse. '''Level 20''' has a sterile environment, and keeps all kinds of cargo. The boxes on Level 20 are signed like in the Frontrooms, for Example: ''“Wyprodukowane w Rzeczypospolitej Polsce”'' , ''“Made in the United States of America”'', or ''“φτιαγμένο στην Ελλάδα”'' to name a few.
The many boxes contain all kinds of items, ranging from objects from [[The Backrooms]] and objects from [[The Frontrooms]]. The most frequent items are Backrooms objects like [[Moth Jelly]] and [[Almond Water]]. All boxes are non-euclidean, meaning they can hold objects bigger than themselves, a box can fit an entire car, but be the size of a water bottle.
'''Level 20''' is mostly empty, but a wanderer can find infrastructure related to a warehouse, like support beams, and empty shelves (Some include boxes). Sometimes a wanderer may come across a window in '''Level 20'''. Outside of the windows, a wanderer may see a sunset similar to the ones in the European countryside. As previously said, '''Level 20''' has a sterile environment with the floors being dirty and smooth. In some places of '''Level 20''', a wanderer may come across puddles made from [[Almond water]] leaking from the ceiling.
Sometimes a Wanderer may stumble onto an Elevator, the Elevators have 20 floors a wanderer may go to, but some of them are either an exit from '''Level 20''', and most of which lead to the same warehouse. It is very rare to stumble across an Elevator on '''Level 20.'''
A popular theory about '''Level 20''' links it to [[Level 1]]. The theory suggests that the boxes with supplies inside of [[Level 1]] are just no-clipped boxes from '''Level 20''', who accidentally got to [[Level 1]].
== Entities ==
There are no recorded entities in '''Level 20'''.
All threats are environmental
== Colonies and Outposts ==
=== B.N.T.G. Storage Outpost ===
The B.N.T.G. Storage Outpost is a friendly Outpost with their main base inside of [[Level 1]], as Many colonies, they also use [[Almond Water]] as currency.
Lives on the 13th floor of Level 20
* Will sell goods and trade with wanderers
* Very Easy to join, minimal skills are required
* High levels of Sanitation
* Will not offer to show an Exit from Level 20
* Associated with the M.E.G
* Their currency is Almond Water, an Empty can is equivalent to 1 Cent
* The reason the outpost was created is because Level 20 has a lot of objects they can export and trade
== Entrances and Exits ==
=== Entrances ===
* Finding an Open vent and crawling through it inside of [[Level 19]] sends one here
* No-clipping through an advertisement for “The 20th Warehouse” inside of [[Level 25]] sends one here.
=== Exits ===
* Finding an elevator and going to Floor 10 has a chance of sending one to [[Level 10]]
* Closing yourself inside of a box has a chance to send someone to these levels; [[Level 5]], [[Level 13]], [[Level 1]], [[Level 9]], and [[Level 17]]
* Finding an out-of-place tunnel and entering it sends one to [[Level 21]].
{{Author|[[User:Beaconhair2226|Beaconhair2226]]
Extra help by [[User:Xboy|Xboy]]}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]]
63c244a76741f19994f818d3cbe9e0f8b56d0c58
294
293
2024-05-21T18:01:43Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 20''': "Warehouse"}}
{{Class 1|exit=1/5 - Common Exits|creature=0/5 - Devoid of Entities}}
== Description ==
'''Level 20''' consists of a huge, empty warehouse. '''Level 20''' has a sterile environment, and keeps all kinds of cargo. The boxes on Level 20 are signed like in the Frontrooms, for Example: ''“Wyprodukowane w Rzeczypospolitej Polsce”'' , ''“Made in the United States of America”'', or ''“φτιαγμένο στην Ελλάδα”'' to name a few.
The many boxes contain all kinds of items, ranging from objects from [[The Backrooms]] and objects from [[The Frontrooms]]. The most frequent items are Backrooms objects like [[Moth Jelly]] and [[Object 1|Almond Water]]. All boxes are non-euclidean, meaning they can hold objects bigger than themselves, a box can fit an entire car, but be the size of a water bottle.
'''Level 20''' is mostly empty, but a wanderer can find infrastructure related to a warehouse, like support beams, and empty shelves (Some include boxes). Sometimes a wanderer may come across a window in '''Level 20'''. Outside of the windows, a wanderer may see a sunset similar to the ones in the European countryside. As previously said, '''Level 20''' has a sterile environment with the floors being dirty and smooth. In some places of '''Level 20''', a wanderer may come across puddles made from [[Almond water]] leaking from the ceiling.
Sometimes a Wanderer may stumble onto an Elevator, the Elevators have 20 floors a wanderer may go to, but some of them are either an exit from '''Level 20''', and most of which lead to the same warehouse. It is very rare to stumble across an Elevator on '''Level 20.'''
A popular theory about '''Level 20''' links it to [[Level 1]]. The theory suggests that the boxes with supplies inside of [[Level 1]] are just no-clipped boxes from '''Level 20''', who accidentally got to [[Level 1]].
== Entities ==
There are no recorded entities in '''Level 20'''.
All threats are environmental
== Colonies and Outposts ==
=== B.N.T.G. Storage Outpost ===
The B.N.T.G. Storage Outpost is a friendly Outpost with their main base inside of [[Level 1]], as Many colonies, they also use [[Almond Water]] as currency.
Lives on the 13th floor of Level 20
* Will sell goods and trade with wanderers
* Very Easy to join, minimal skills are required
* High levels of Sanitation
* Will not offer to show an Exit from Level 20
* Associated with the M.E.G
* Their currency is Almond Water, an Empty can is equivalent to 1 Cent
* The reason the outpost was created is because Level 20 has a lot of objects they can export and trade
== Entrances and Exits ==
=== Entrances ===
* Finding an Open vent and crawling through it inside of [[Level 19]] sends one here
* No-clipping through an advertisement for “The 20th Warehouse” inside of [[Level 25]] sends one here.
=== Exits ===
* Finding an elevator and going to Floor 10 has a chance of sending one to [[Level 10]]
* Closing yourself inside of a box has a chance to send someone to these levels; [[Level 5]], [[Level 13]], [[Level 1]], [[Level 9]], and [[Level 17]]
* Finding an out-of-place tunnel and entering it sends one to [[Level 21]].
{{Author|[[User:Beaconhair2226|Beaconhair2226]]
Extra help by [[User:Xboy|Xboy]]}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]]
d657544cada0c22f7dd12d386b2452db0da24519
295
294
2024-05-21T18:03:10Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 20''': "Warehouse"}}
{{Class 1|exit=1/5 - Common Exits|creature=0/5 - Devoid of Entities}}
== Description ==
'''Level 20''' consists of a huge, empty warehouse. '''Level 20''' has a sterile environment, and keeps all kinds of cargo. The boxes on Level 20 are signed like in the Frontrooms, for Example: ''“Wyprodukowane w Rzeczypospolitej Polsce”'' , ''“Made in the United States of America”'', or ''“φτιαγμένο στην Ελλάδα”'' to name a few.
The many boxes contain all kinds of items, ranging from objects from [[The Backrooms]] and objects from [[The Frontrooms]]. The most frequent items are Backrooms objects like [[Moth Jelly]] and [[Object 1|Almond Water]]. All boxes are non-euclidean, meaning they can hold objects bigger than themselves, a box can fit an entire car, but be the size of a water bottle.
'''Level 20''' is mostly empty, but a wanderer can find infrastructure related to a warehouse, like support beams, and empty shelves (Some include boxes). Sometimes a wanderer may come across a window in '''Level 20'''. Outside of the windows, a wanderer may see a sunset similar to the ones in the European countryside. As previously said, '''Level 20''' has a sterile environment with the floors being dirty and smooth. In some places of '''Level 20''', a wanderer may come across puddles made from [[Object 1|Almond Water]] leaking from the ceiling.
Sometimes a Wanderer may stumble onto an Elevator, the Elevators have 20 floors a wanderer may go to, but some of them are either an exit from '''Level 20''', and most of which lead to the same warehouse. It is very rare to stumble across an Elevator on '''Level 20.'''
A popular theory about '''Level 20''' links it to [[Level 1]]. The theory suggests that the boxes with supplies inside of [[Level 1]] are just no-clipped boxes from '''Level 20''', who accidentally got to [[Level 1]].
== Entities ==
There are no recorded entities in '''Level 20'''.
All threats are environmental
== Colonies and Outposts ==
=== B.N.T.G. Storage Outpost ===
The B.N.T.G. Storage Outpost is a friendly Outpost with their main base inside of [[Level 1]], as Many colonies, they also use [[Almond Water]] as currency.
Lives on the 13th floor of Level 20
* Will sell goods and trade with wanderers
* Very Easy to join, minimal skills are required
* High levels of Sanitation
* Will not offer to show an Exit from Level 20
* Associated with the M.E.G
* Their currency is [[Object 1|Almond Water]], an Empty can is equivalent to 1 Cent
* The reason the outpost was created is because Level 20 has a lot of objects they can export and trade
== Entrances and Exits ==
=== Entrances ===
* Finding an Open vent and crawling through it inside of [[Level 19]] sends one here
* No-clipping through an advertisement for “The 20th Warehouse” inside of [[Level 25]] sends one here.
=== Exits ===
* Finding an elevator and going to Floor 10 has a chance of sending one to [[Level 10]]
* Closing yourself inside of a box has a chance to send someone to these levels; [[Level 5]], [[Level 13]], [[Level 1]], [[Level 9]], and [[Level 17]]
* Finding an out-of-place tunnel and entering it sends one to [[Level 21]].
{{Author|[[User:Beaconhair2226|Beaconhair2226]]
Extra help by [[User:Xboy|Xboy]]}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]]
1f006a21cc09cacf138dbb11d8f43b991f11f550
File:Level 20.png
6
89
297
2024-05-21T18:10:25Z
Xboy1
2
Level 20 of the Backrooms.
wikitext
text/x-wiki
== Summary ==
Level 20 of the Backrooms.
01c452819bde5fcab3261a35bbfaa3ec0fdfd191
File:Smiler.png
6
90
298
2024-05-21T18:11:59Z
Xboy1
2
Entity 3 of the Backrooms.
wikitext
text/x-wiki
== Summary ==
Entity 3 of the Backrooms.
370c1f4413ca6531730d773595e940490911e871
File:The Chair Room.jpg
6
91
300
2024-05-21T18:18:33Z
Haxord
18
wikitext
text/x-wiki
The Chair Room
9a91cba39dd2d05422481eceeaa11a1082d59198
File:The Employee Lounge.jpg
6
92
302
2024-05-21T18:21:47Z
Haxord
18
wikitext
text/x-wiki
The Employee Lounge
f87355747b197246cff7a846a03308136a88e4fe
File:Hallway.jpg
6
93
304
2024-05-21T18:24:24Z
Haxord
18
wikitext
text/x-wiki
Hallway
4699fa54ada8abac4df2d67bd09ba105c844c543
Level 4
0
82
305
303
2024-05-21T18:27:37Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in Level 4. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Beta===
The second most important base of the M.E.G., and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
16c2d5bb0941b27a52fafbb014c1df3067c05e16
306
305
2024-05-21T18:28:23Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in Level 4. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Beta===
The second most important base of the M.E.G., and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
02fad2ac91a82cbfd2ad3d241133b81878f223b4
307
306
2024-05-21T18:31:04Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in Level 4. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Beta===
The second most important base of the M.E.G., and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===Memory Windows===
Windows are the only entities present on Level 4. However, unlike most levels, all instances of Entity 2 are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in the Frontrooms, but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in Level 4, and no source of the items has been found.
065d3c89893a600213c315bc374cae474f4de20c
308
307
2024-05-21T18:31:32Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in Level 4. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Beta===
The second most important base of the M.E.G., and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===Memory Windows===
Windows are the only entities present on Level 4. However, unlike most levels, all instances of Entity 2 are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in the Frontrooms, but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in Level 4, and no source of the items has been found.
5e7408e1efac316ea1cce463e813c3b5bc1689e9
309
308
2024-05-21T18:35:33Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in Level 4. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Beta===
The second most important base of the M.E.G., and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===Memory Windows===
Windows are the only entities present on Level 4. However, unlike most levels, all instances of Entity 2 are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in the Frontrooms, but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in Level 4, and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in Level 3 will send one here.
*Noclipping through a blue carpet in Level 1 will transport one to Level 4.
===Exits===
*Entering a well-decorated door will lead to Level 5.
*Running on a part of a wet carpet will cause one to no-clip into Level 37.
*Jumping through an open window will lead to Level 4.1.
c4482ab41d1f75c2eb54a0172ef2aa6a209aa5d3
310
309
2024-05-21T18:36:35Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|Level 4 is the 4th level of The Backrooms]]
==Description==
Level 4, also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. The Office seems to extend forever, as no end has been documented. Level 4 is completely devoid of hostile entities, and the only entity encounters have been a safe variant of Entity 2, Windows.
The Office is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as Almond Water and Moth Jelly can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from Almond Water to Level Keys.
One of the most notable parts of Level 4 is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. The Office is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in Level 4 work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. The Office will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. Level 4 will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
Level 4, similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of Level 4. During the daytime, the level is completely normal, with no changes being made to its layout.
[[File:Level 4 Midnight.jpg|thumb|Level 4 during "Midnight"]]
===Afternoon===
One of the more common stages of the Office. During the afternoon, Level 4’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of the Office. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking Level 4’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of the Office. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in the Office. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of the Office. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of Level 4 has this effect. Useful items will appear much more frequently in the Office when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in the Office, there are just as many rooms in the Office. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in Level 4. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since the Office goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in Level 4. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in the Office. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on Level 4. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Beta===
The second most important base of the M.E.G., and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===Memory Windows===
Windows are the only entities present on Level 4. However, unlike most levels, all instances of Entity 2 are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in the Frontrooms, but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in Level 4, and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to Level 4.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
f845d2c564e7874211b755e19d9b46556d3a89ab
325
310
2024-05-21T23:46:45Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Beta===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
2214cb564986d2e1fb5488cbefa8a9120389f0cd
Level 5
0
94
311
2024-05-21T18:48:23Z
Haxord
18
Created page with "{{DISPLAYTITLE:Level 5: "Terror Hotel"}}"
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
d3c3572884c34e5047a3d4fa94665be43a907318
344
311
2024-05-23T16:48:08Z
2A02:214C:884C:6500:911C:6540:7D7E:89E2
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
ab646bd0b30c35c7b2e8064194dbeb1370923965
345
344
2024-05-23T16:50:04Z
2A02:214C:884C:6500:911C:6540:7D7E:89E2
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
==Description - Take a look around!==
2dc01f0e9b8139a43b93d8130dc3dccf66c67eae
346
345
2024-05-23T16:50:22Z
2A02:214C:884C:6500:911C:6540:7D7E:89E2
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
==Description - '''Take a look around!'''==
fbecd34e92a7d1110d607bf46b58eb90725d13fa
347
346
2024-05-23T16:50:55Z
2A02:214C:884C:6500:911C:6540:7D7E:89E2
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
==Description - '''Take a look around!'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
983ba3f0b6d10721a37af097866958607fd651e0
349
347
2024-05-23T16:57:55Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
==Description - '''Take a look around!'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
780f6f293a79192b6d0cbbdb6a136d933f5f6230
352
349
2024-05-23T17:20:22Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
==Description - '''Take a look around!'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''Looking for a Room?==
[[File:The Halls.jpg|thumb|A Photo of "The Halls", being the second photo of the level.]]
[[File:The Halls (2).jpg|thumb|Another image of "The Halls", possibly leading into a "DeathMoth" hive.]]
1ba5edecf61f967039f55bd583d15b87eedb8de1
353
352
2024-05-23T17:22:26Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
==Description - '''Take a look around!'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''Looking for a Room?'''==
[[File:The Halls.jpg|thumb|A Photo of "The Halls", being the second photo of the level.]]
[[File:The Halls (2).jpg|thumb|Another image of "The Halls", possibly leading into a "DeathMoth" hive.]]
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
40d98d262e7fc8fe466480b2e17c8d4108876fd9
354
353
2024-05-23T17:26:14Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
=='''"Welcome! Welcome"'''==
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
[[File:The Halls.jpg|thumb|A Photo of "The Halls", being the second photo of the level.]]
[[File:The Halls (2).jpg|thumb|Another image of "The Halls", possibly leading into a "DeathMoth" hive.]]
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
3c8af203779c4891efa7c37935be99c5c255c4c5
Entity 3
0
95
312
2024-05-21T18:59:24Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Entity 3: "Smilers"}} {{DL Class 3|aggressiveness=2/5 - Slightly Aggressive|hostility=4/5 - Very Hostile|habitat=Majority, Dark Areas}} == Description == [[File:Smiler.png|thumb|A photograph of a '''Smiler''' in [[Level 1]].]] '''Entity 3''', otherwise known as "'''Smilers'''," are one of the most well known entities in the Backrooms. They are easily recognizable by their glowing eyes and cartoonish smile. Since '''Smilers''' only lurk in the dark, this f..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 3: "Smilers"}}
{{DL Class 3|aggressiveness=2/5 - Slightly Aggressive|hostility=4/5 - Very Hostile|habitat=Majority, Dark Areas}}
== Description ==
[[File:Smiler.png|thumb|A photograph of a '''Smiler''' in [[Level 1]].]]
'''Entity 3''', otherwise known as "'''Smilers'''," are one of the most well known entities in the Backrooms. They are easily recognizable by their glowing eyes and cartoonish smile. Since '''Smilers''' only lurk in the dark, this face is their only identifiable feature, as the rest of their body is completely hidden by the shadows. It is assumed that anyone that was close enough to see a '''Smiler'''<nowiki>'</nowiki>s body were also close enough to be the '''Smiler'''<nowiki>'</nowiki>s next victim.
There is a strange effect with '''Smilers''' and video capturing devices, in which any pictures or footage of a '''Smiler'''<nowiki>'</nowiki>s body glitches and corrupts at the point where the body is shown. It is unknown why or how this happens, but most people suspect that it is an anomalous property '''Smilers''' have, and that they are purposefully concealing the rest of their body. This hypothesis also lines up with the fact that '''Smilers''' will break their typical hunting pattern to aggressively attack anyone who has seen them step into the light.
==Behaviors==
'''Smilers''' almost always stay in the dark at all times, with the only exception being briefly stepping into the light to kill their target. Naturally, '''Smilers''' are more common in levels where there are more dark places for them to hide in. Because of this, it is very risky to stay in dark areas in levels with '''Smilers''' in them, and it is advised to stay away from dark areas if you are unsure if '''Smilers''' are in the level.
Despite living in the dark, '''Smilers''' are attracted to light. Based on information gathered on ancient writings of '''Smilers''', it seems that this behavior has recently arisen in the last few generations of '''Smilers'''. Because of this, it is assumed that '''Smilers''' have evolved this trait relatively recently, as they have learned that lights are a common sign of life–specifically humans.
A '''Smiler''' hunts by finding a target and following them for hours, while making sure it never gets seen. It will do things such as break lights, knock over things, and make strange sounds, all seemingly telepathically. It does this to invoke as much fear in the prey as possible, although it is unknown why '''Smilers''' have made this a part of their hunting routine. Many potential explanations have come up about this matter. Some people think that '''Smilers''' do this because they "feed" from fear in some way. Others say that they do it simply as a form of entertainment, and that they find joy in spreading fear. Some have even said that it is a test to see if their target will be an easy kill. However, none of these conjectures have much supporting evidence.
After the '''Smiler''' is done following the prey, it will reveal itself in front of them. Depending on the prey's reaction, the '''Smiler''' will choose to attack or retreat. If they act scared, panic, and/or try to run, the '''Smiler''' will attack the victim. However, if they stay calm, retain eye contact, and slowly back away, eventually the '''Smiler''' will also back away into the darkness. Nobody has ever survived an attack from a '''Smiler''' after this point. Do not panic.
Contrary to popular belief, '''Smilers''' do not only attack humans, but anything that is conscious to feel scared by it or its tricks.
==Biology==
Very little is known about a '''Smiler'''<nowiki>'</nowiki>s biology due to their secretive practices. A '''Smiler'''<nowiki>'</nowiki>s glowing face is made out of bone with an unidentified bioluminescent substance covering it. They can seemingly toggle the light of this substance at will, allowing them to stalk their target more effectively. '''Smilers''' have sharp teeth, and have around the same average bite force as an alligator. The amount of teeth a '''Smiler''' has varies a lot, but it often lies at around 30 teeth. If a '''Smiler''' is killed, the bones from its face will fall off, and the rest of their body will completely disintegrate without a trace, leaving behind a dark fog. This has led some to believe that '''Smilers''' don't have a body at all, and just leave a trail of fog. However, this is unlikely due to the fact that they have audible footsteps when they walk and run.
'''Smilers''' are very strong and very fast, easily being able to avoid and break through any traps. They are capable of running up to 10 km per hour, and are strong enough to break through most walls, unless it is made out of metal or another exceptionally strong material. '''Smilers''' are also capable of scaling walls and other tall structures. This could be potential evidence for '''Smilers''' having sharp claws or pointy legs that make it possible to climb smooth surfaces.
Many groups, specifically [[the M.E.G.]], have tried multiple times to reveal what a '''Smiler''' truly looks like, but all of the attempts failed, and in some cases, backfired terribly. [[The M.E.G.]] has no more plans to try to unveil a '''Smiler'''<nowiki>'</nowiki>s true form to prevent any more casualties.
==Discovery==
Due to '''Smilers''' being an almost guaranteed occurrence in the Backrooms, it is unknown what the first sighting of them were. The earliest known recording of them was an ancient scroll found in one of the crates in [[Level 1]] referring to them as "faces of light." Studies show it was written over 3000 years ago.
----
{{Author|[[User:Xboy1|Xboy1]]|"48 sin titulo" by Angel Dream is licensed under CC-BY-3.0.}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]]
762cf5c4b5929f560c3749feb8099dbdb6256796
Entity List
0
32
313
55
2024-05-21T19:26:25Z
Beaconhair2226
12
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
[[Entity 4]] - "Death Moths"
Entity 5 - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
680fe98b29bfe172ccb9679b90c63c8d020d5736
File:Deathmothdrawing.png
6
96
314
2024-05-21T19:39:06Z
EquinoxLR
11
wikitext
text/x-wiki
yte
1ff5a2a8b25006415c8ef062516e1775b250a6df
Entity 4
0
97
315
2024-05-21T19:50:57Z
EquinoxLR
11
Created page with "{{DISPLAYTITLE: Entity 4: "Death Moths"}} {{DL Class X}} waiting for xboy to add it. == Description == Entity 4, also known as '''Death Moths''', are a very well known entity in the Backrooms, especially for those who visited [[Level 5]]. As the name suggests, the '''Death Moths''' are similar to moths from the Frontrooms, however, they have some very noticeable differences. Their appearances are different depending on the type of '''Death Moth''' they are, but they ha..."
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 4: "Death Moths"}}
{{DL Class X}}
waiting for xboy to add it.
== Description ==
Entity 4, also known as '''Death Moths''', are a very well known entity in the Backrooms, especially for those who visited [[Level 5]]. As the name suggests, the '''Death Moths''' are similar to moths from the Frontrooms, however, they have some very noticeable differences.
Their appearances are different depending on the type of '''Death Moth''' they are, but they have some things in common. The most known feature of them is their size, which are a lot bigger than their Frontrooms counterpart, with the the smallest recorded Death Moth being around 40 Cm. They have big antennas, which they use to sense vibrations on surfaces around them.
Their appearances are different depending on the type of '''Death Moth''' they are, but they have some things in common. The most known feature of them is their size, which are a lot bigger than their Frontrooms counterpart, with the the smallest recorded Death Moth being around 40 Cm. They have big antennas, which they use to sense vibrations on surfaces around them.
== Biology and Behaviors ==
The behavior of a '''Death Moth''' will vary depending on its gender.
=== Male ===
[[File:Deathmothdrawing.png|thumb|right|A drawing of a Male Death Moth.]]
Male '''Death Moths''' are the smallest, harmless and most commonly found Death Moth type. Their size ranges from around 40 centimeters to 50 centimeters.
These '''Death Moths''' will seek for a light source, once encountering one, they will lay on it and start to “consume” the light. Once enough light has been consumed, the male '''Death Moth''' starts to produce Moth Jelly from their mouths. After some Moth Jelly was produced, these '''Death Moths''' will carry the jelly back to their hive.
=== Female ===
Female '''Death Moths''' are both larger, rarer, and more dangerous than their male counterparts. Their size ranges from around 65 centimeters to 85 centimeters. Their thorax has a green organ that creates acid, which they spit through their mouth when threatened.
The female Death Moths are known to lay on walls near to male '''Death Moths''' and watch over them. If anything threatens both the male '''Death Moths''' or the female '''Death Moth''', she will leave the wall and fly towards the aggressor. Once close enough, the female moth will start spitting acid at the aggressor until they either die or run far away from the moth’s original area.
There is a special type of female '''Death Moth''', this type stays in [[The Hive]], these female '''Death Moth’s''' protect the queen and produce male '''Death Moths''' through the Moth Jelly produced by the male '''Death Moths'''.
=== The Queen ===
The Queen '''Death Moth''' is the largest '''Death Moth'''; the Queen’s size is theorized to be 130 centimeters. She has the same acid-making organ that the female '''Death Moths''' have, but it produces a lot more acid than the females. The Queen’s mouth is also larger, being able to spill a lot more.
The Queen '''Death Moth’s''' primary behavior is to consume Moth Jelly to create female '''Death Moths''', and to protect the hive. In the case a Queen '''Death Moth''' dies, another one will replace them in the course of a week, between that time, all '''Death Moths''' will go back to their hive and only leave when a new Queen is chosen.
== Discovery ==
The first time a '''Death Moth''' was reported is unknown, but most reports suggest that they were firstly discovered by many wanderers on [[Level 5]].
----
{{Author|[[User:EquinoxLR|Equinox.]]}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]]
fc39c9f5bf17a883bd038df6c51ae5bb0e13d84a
321
315
2024-05-21T20:51:00Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 4: "Death Moths"}}
{{DL Class X}}
== Description ==
Entity 4, also known as '''Death Moths''', are a very well known entity in the Backrooms, especially for those who visited [[Level 5]]. As the name suggests, the '''Death Moths''' are similar to moths from the Frontrooms, however, they have some very noticeable differences.
Their appearances are different depending on the type of '''Death Moth''' they are, but they have some things in common. The most known feature of them is their size, which are a lot bigger than their Frontrooms counterpart, with the the smallest recorded Death Moth being around 40 Cm. They have big antennas, which they use to sense vibrations on surfaces around them.
Their appearances are different depending on the type of '''Death Moth''' they are, but they have some things in common. The most known feature of them is their size, which are a lot bigger than their Frontrooms counterpart, with the the smallest recorded Death Moth being around 40 Cm. They have big antennas, which they use to sense vibrations on surfaces around them.
== Biology and Behaviors ==
The behavior of a '''Death Moth''' will vary depending on its gender.
=== Male ===
[[File:Deathmothdrawing.png|thumb|right|A drawing of a Male Death Moth.]]
Male '''Death Moths''' are the smallest, harmless and most commonly found Death Moth type. Their size ranges from around 40 centimeters to 50 centimeters.
These '''Death Moths''' will seek for a light source, once encountering one, they will lay on it and start to “consume” the light. Once enough light has been consumed, the male '''Death Moth''' starts to produce Moth Jelly from their mouths. After some Moth Jelly was produced, these '''Death Moths''' will carry the jelly back to their hive.
=== Female ===
Female '''Death Moths''' are both larger, rarer, and more dangerous than their male counterparts. Their size ranges from around 65 centimeters to 85 centimeters. Their thorax has a green organ that creates acid, which they spit through their mouth when threatened.
The female Death Moths are known to lay on walls near to male '''Death Moths''' and watch over them. If anything threatens both the male '''Death Moths''' or the female '''Death Moth''', she will leave the wall and fly towards the aggressor. Once close enough, the female moth will start spitting acid at the aggressor until they either die or run far away from the moth’s original area.
There is a special type of female '''Death Moth''', this type stays in [[The Hive]], these female '''Death Moth’s''' protect the queen and produce male '''Death Moths''' through the Moth Jelly produced by the male '''Death Moths'''.
=== The Queen ===
The Queen '''Death Moth''' is the largest '''Death Moth'''; the Queen’s size is theorized to be 130 centimeters. She has the same acid-making organ that the female '''Death Moths''' have, but it produces a lot more acid than the females. The Queen’s mouth is also larger, being able to spill a lot more.
The Queen '''Death Moth’s''' primary behavior is to consume Moth Jelly to create female '''Death Moths''', and to protect the hive. In the case a Queen '''Death Moth''' dies, another one will replace them in the course of a week, between that time, all '''Death Moths''' will go back to their hive and only leave when a new Queen is chosen.
== Discovery ==
The first time a '''Death Moth''' was reported is unknown, but most reports suggest that they were firstly discovered by many wanderers on [[Level 5]].
----
{{Author|[[User:EquinoxLR|Equinox.]]}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]]
79be7fa03ec48c560b9bd1e205eaaf8a4dada0cb
Zone List
0
98
316
2024-05-21T20:00:49Z
EquinoxLR
11
Created page with "= Zones = == 0-99 == Zone 0 - “The Complex Complex” Zone 1 - "Out of Place" Zone 2 - "Perfection" Zone 3 - "The Fifth Season" Zone 4 - "Timeless" Zone 5 - "Don't Look" Zone 6 - "Up Above" Zone 7 - "Fearless" Zone 8 - "Childhood" Zone 9 - "Connected" Zone 10 - "Make or Break" Zone 11 - "New Past" <span style="color: orange">↪</span> Zone 11.5 - "Old Future" Zone 12 - "The Computer" Zone 13 - "So far, yet so close" Zone 14 - "Torment" Zone 15 - "Sun..."
wikitext
text/x-wiki
= Zones =
== 0-99 ==
Zone 0 - “The Complex Complex”
Zone 1 - "Out of Place"
Zone 2 - "Perfection"
Zone 3 - "The Fifth Season"
Zone 4 - "Timeless"
Zone 5 - "Don't Look"
Zone 6 - "Up Above"
Zone 7 - "Fearless"
Zone 8 - "Childhood"
Zone 9 - "Connected"
Zone 10 - "Make or Break"
Zone 11 - "New Past"
<span style="color: orange">↪</span> Zone 11.5 - "Old Future"
Zone 12 - "The Computer"
Zone 13 - "So far, yet so close"
Zone 14 - "Torment"
Zone 15 - "Sunken"
Zone 14 - "Eyebleach"
Zone 15 - "Road Trip"
Zone 16 - "Eye Surgery"
Zone 17 - "Arachnophobia"
Zone 18 - "Movie Theater"
Zone 19 - "Chlorine Beach"
Zone 20 - "The Motel"
Zone 21 - "Look Up"
Zone 22 - "Four times Six"
Zone 23 - "Video Game"
Zone 24 - "Nyctophobia"
Zone 25 - "Old Times"
Zone 26 - "The Timer"
[[Zone 27]] - "Space of Babel"
== Enigmatic Zones ==
The Door Space
The Whiteout
93de62366bb465143ed1f1ccee961454667d1f60
319
316
2024-05-21T20:37:30Z
Beaconhair2226
12
wikitext
text/x-wiki
= Zones =
== 0-99 ==
Zone 0 - “The Complex Complex”
Zone 1 - "Out of Place"
Zone 2 - "Perfection"
Zone 3 - "The Fifth Season"
Zone 4 - "Timeless"
Zone 5 - "Don't Look"
Zone 6 - "Up Above"
Zone 7 - "Fearless"
Zone 8 - "Childhood"
Zone 9 - "Connected"
Zone 10 - "Make or Break"
Zone 11 - "New Past"
<span style="color: orange">↪</span> Zone 11.5 - "Old Future"
Zone 12 - "The Computer"
Zone 13 - "So far, yet so close"
Zone 14 - "Torment"
Zone 15 - "Sunken"
Zone 14 - "Eyebleach"
Zone 15 - "Road Trip"
Zone 16 - "Eye Surgery"
Zone 17 - "Arachnophobia"
Zone 18 - "Movie Theater"
Zone 19 - "Chlorine Beach"
Zone 20 - "The Motel"
Zone 21 - "Look Up"
Zone 22 - "Four times Six"
Zone 23 - "Video Game"
Zone 24 - "Nyctophobia"
Zone 25 - "Old Times"
Zone 26 - "The Timer"
[[Zone 27]] - "Space of Babel"
Zone 28 - "Confined"
Zone 29 - "Released"
Zone 30 - "Spreading"
== Enigmatic Zones ==
The Door Space
The Whiteout
aa0324fcf7e98a6119de32b253f93e7da0210547
File:Class X.png
6
99
317
2024-05-21T20:33:02Z
Xboy1
2
wikitext
text/x-wiki
Class X Icon
1eb09d71a2ad2880b35953e897364976dc817050
Template:Class X
10
100
318
2024-05-21T20:34:41Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px"> [[File:Class X.png|right|200px]] <span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#434343;font-size:24px;padding:0px 5px>Class X</span></div> <div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; ma..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class X.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class X</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|X/5 - Differing Environment}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|X/5 - Inconsistent Exits}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|X/5 - Varying Entity Count}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class X]]
825e22cc6114b086cbdd83957ed0f80bc37bd3e0
Template:DL Class X
10
101
320
2024-05-21T20:38:13Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px"> [[File:Class X.png|right|200px]] <span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#434343;font-size:24px;padding:0px 5px>Class X</span></div> <div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; ma..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class X.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class X</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|X/5 - Changing Aggression}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|X/5 - Fluctuating Intelligence}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|X/5 - Varying Hostility}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class X]]
1be3c2d8b674acc169458852f2a0f4b89f45c4ee
Template:Redirect
10
102
322
2024-05-21T22:50:39Z
Xboy1
2
Created page with "<big><center><< [[{{{prev|Level 0}}}]] | <b>{{{cur|{{PAGENAME}}}}}</b> | [[{{{next|Level 2}}}]] >></center></big>"
wikitext
text/x-wiki
<big><center><< [[{{{prev|Level 0}}}]] | <b>{{{cur|{{PAGENAME}}}}}</b> | [[{{{next|Level 2}}}]] >></center></big>
09a36ab60d8732dcb8bef566770e7cda009fb8c8
Level 0
0
23
323
81
2024-05-21T23:23:20Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 0: "The Lobby"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.''
''God save you if you hear something wandering around nearby, because it sure as hell has heard you…"''
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Paranoia}}
== Description ==
[[File:Level 0.png|thumb|The first known picture of '''Level 0''', and, by extension, the Backrooms.]]
'''Level 0''', also known as "The Lobby" or "The Backrooms," is the first level of the Backrooms, and is the most common to encounter. It is a seemingly endless complex of rooms and hallways arranged in a maze-like structure. The appearance of '''Level 0''' vaguely resembles an office, with a tiled ceiling and walls too short to reach the ceiling, similar to cubicles. There are vents on the walls and ceiling, but no air comes out of them. Electrical outlets are also on the walls, but they provide no power. The outlets have no consistent design, and each one looks like an outlet from a different country and time period.
There are fluorescent lights placed inconsistently on the ceiling, and they buzz so loudly that many say that the sound alone can drive wanderers insane. Some lights flicker periodically at presumably random intervals. The carpet is saturated with a liquid named Carpet Fluid, making it feel moist and damp. Carpet Fluid is not safe to drink; it will cause extreme sickness and nausea and will be fatal if too much is consumed. The walls are coated in yellow wallpaper with a brown-ish design that varies throughout the level. The most common designs for the wallpaper are arrows, dots, stripes, and floral patterns, although hundreds of other patterns have been confirmed to appear in '''Level 0'''.
'''Level 0''' has very confusing and non-Euclidean geometry, which can lead to some very strange scenarios regarding travel. It is common to walk in a straight line and appear at the starting point, or to move in what would normally be a loop and end up in a completely different area. This poses a risk to sanity, as one could lose a sense of progression and feel as if there was no way out.
'''Level 0''' has an effect that makes it impossible to meet any other wanderer in the level. If a group enters '''Level 0''', they will be split up and separated until the level is exited. This can make someone unaware of the Backrooms experience an intense feeling of isolation, and this will only get stronger as time goes on as they discover the sheer vastness of the level.
Devices such as GPS locators, compasses, and clocks do not function properly in '''Level 0''', being inaccurate and inconsistent. Radio signals and wifi also do not work, thus making it impossible to get into contact with anyone or anything outside of the level.
Hallucinations are a very common occurrence in '''Level 0'''. These hallucinations can cause immense amounts of anxiety and paranoia. These hallucinations include, but are not limited to:
* Déjà vu.
* Sounds such as scratching, knocking, and scuttering.
* False exits, such as doors, stairwells, or ladders. These exits usually appear far away and disappear after one has looked away, blinked, or gotten too close.
* Movement in the peripheral vision of strange creatures, with exact descriptions varying from person to person.
* Human speech in an unknown, unintelligible language.
Exits in '''Level 0''' are known to be extremely hard to find, and most wanderers take days or even weeks to find one. There is also no way to find supplies or any kind of sustenance in the level, making those who come here unprepared almost guaranteed to die. Billions of people are presumed to have died in '''Level 0''', but their bodies have never been found due to properties that make other wanderers impossible to find. Despite there being no inherent danger, '''Level 0''' has claimed the title of being the most fatal level of the Backrooms.
Because of these factors, '''Level 0''' was thought to be the only level of the Backrooms for hundreds of years. This was until there was a massive influx of missing person reports in the late 90’s. This caused one group to investigate what was just an urban legend at the time. This group formed what is now the [[M.E.G.]], and [[Level 1]] was later discovered. After [[Level 1]], the discovery of [[Level 2]] followed shortly after. Then all of the rest.
The Backrooms went deeper than anyone could imagine.
=== Red Rooms ===
[[File:The Red Rooms.png|thumb|The Red Rooms of '''Level 0'''.]]
"The Red Rooms" is the name given to certain areas in '''Level 0''' that have red lights instead of the typical yellow found in the rest of the level. Everything else about the physical appearance of the Red Rooms is exactly the same as the rest of '''Level 0'''. The red lights often make the surroundings look red, but they actually still retain their typical yellow color.
The Red Rooms have all of the normal effects other areas of '''Level 0''' have, but they are several times more powerful. Hallucinations are much more common, the non-Euclidean effects are even more confusing and amplified, and it is also harder to find an exit both out of the Red Rooms and out of the level. Consequently, it is much easier to go insane in the Red Rooms, and it is advised to stay as far away from them as possible.
== Entities ==
It is unknown if there are entities in '''Level 0'''. There have been many reports of them, but they have been inconsistent and no supporting evidence currently exists. For now, it is recommended to travel '''Level 0''' with caution.
== Colonies & Outposts ==
Due to '''Level 0'''<nowiki>'</nowiki>s lack of resources and isolating effects, no colonies or outposts currently exist.
== Entrances and Exits ==
=== Entrances ===
* No-clipping out of reality from [[the Frontrooms]] will lead here.
=== Exits ===
* No-clipping through a dark wall will lead to [[Level 1]].
* Breaking a wall and going through it will lead to [[Level -1]].
* A certain room may appear nearby at complete random. This room is about 10 by 10 meters, has 2 pillars and a door at the center of one of the walls. Going through this door will lead to the [[Manila Room]].
* Spending too much time in the Red Rooms is likely to send one to [[Level 0.1]].
* No-clipping after suffering a wound for at most 2 hours will lead to [[Level 0.2]].
----
{{Author|[[User:Xboy1|Xboy1]]|First image, "The Backrooms," is from an unknown source.
Second image, "The Redrooms": [https://scutoidbox.wdfiles.com/local--files/red-rooms/eggrooms-2.jpg Eggrooms 2] by egglord is released under CC-BY-SA-3.0
}}
{{Redirect|prev=Level -0|next=Level 1}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
a59d56dfb5d146fc35bad26ee52a78d0652144d8
Level 1
0
25
324
56
2024-05-21T23:24:43Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1: "Lurking Danger"}}
{{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances}}
== Description ==
[[File:Underground area of condominium.jpg|thumb|The Parking Lot of '''Level 1'''.]]
'''Level 1''', also known as "Lurking Danger," or "Habitable Zone," is the first level with supplies and resources to be sustainable for long-term stay. The level is thought to have infinite floors, but they progressively get more difficult to access the farther up they are. The highest floor anyone has found is 127, but other people have claimed to reach beyond that. Staircases and elevators have been found that lead between floors.
'''Level 1''' is mostly Euclidean, but the rare areas that aren't have really strong and confusing non-Euclidean effects. Hallways twisting and looping in strange ways, traveling short distances but ending up far away, and many other phenomena have been observed.
Crates that randomly appear and disappear can contain useful items such as [[Object 1|Almond Water]], food items, and weapons. The crates can also contain stranger items such as human hair, car engines, and live rats. If any items are put into a crate, they will stay there, even after the crate disappears and reappears. However, if an item is taken out of the crate, another random item will be put in it when it reappears to fill its place.
Occasionally, a Blackout Event can occur. A Blackout Event is a phenomenon in '''Level 1''' where all energy sources stop working, turning off the lights and anything else that requires electricity. During this event, entities will start to appear. A Blackout Event can last anywhere from 8 minutes to 20 hours, and this also applies to the time between Blackout Events.
'''Level 1''' has two distinct areas, the Parking Lot, and the Warehouse.
=== The Parking Lot ===
The Parking Lot is the first area of '''Level 1''', and is the area almost all of the known entrances are. It has pillars marked with letters to signify the section of the Parking Lot. Fluorescent lights are attached to the walls and pillars, and their brightness can vary in different sections, ranging from blindingly bright to completely turned off.
Some areas of the Parking Lot have a strange anomaly of appearing as if they were duplicated repeatedly, creating an odd looping effect. Some investigations have shown that these areas could be copied perfectly down to a molecular level.
A thick fog lingers in the Parking Lot, and condenses to form puddles of water on the ground. Car tracks are often seen on the floors, despite there being no cars in the level. Machinery can be heard from behind the walls, and it is speculated that it provides power to the level. This is further supported by the fact that the noise stops during a Blackout Event.
=== The Warehouse ===
[[File:Level 1 Warehouse.jpg|thumb|The Warehouse of '''Level 1'''.]]
The Warehouse is the main area of '''Level 1''', and contains the most supplies. There are many hallways, rooms, and even maze-like areas. There are often doors that lead into different hallways, rooms, and completely different parts of the Warehouse. The Warehouse is a part of anywhere above the third floor.
Different parts of the Warehouse wildly vary in look and design. The walls and floor change material to concrete, bricks, and metal, and also vary in color, being white, gray, or beige. The lights are either white, yellow, and rarely blue. Some areas even have an architectural structure that resembles a basement more than a warehouse.
The Warehouse has many crates on the floor and on shelves found all around the Warehouse. The crates also have more useful items, but more entities appear during blackouts, and, since it is more enclosed, they are harder to avoid.
== Entities ==
Most entities only appear during a Blackout Event. These entities include [[Smilers]], [[Hounds]], [[Skin-Stealers]], [[Dullers]], and [[Facelings]]. Entities that can appear without there being a blackout are [[Wretches]] and [[Windows]].
== Colonies & Outposts ==
Due to '''Level 1''' being so safe and being one of the first levels most people access, several wanderers have settled here and choose not to explore beyond '''Level 1''', resulting in many bases and colonies that are not documented here.
=== [[M.E.G.]] Base Alpha ===
The most important base of the [[M.E.G.]], and is where over half of the members reside. It was established just a few days after the [[M.E.G.]] was in 1998. It is heavily guarded and protected, and is where the most important items are stored. They give new wanderers important information on the Backrooms.
== Entrances and Exits ==
=== Entrances ===
* No-clipping through a dark wall in [[Level 0]] will lead here.
=== Exits ===
* Going down a long hallway will eventually lead to [[Level 2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image (the Parking Lot): [https://www.flickr.com/photos/67458903@N05/14070865988 003] by SunCon photos is released under CC-BY-2.0
First image (the Warehouse): [https://www.flickr.com/photos/trondheim_byarkiv/10998312184/ Dora 1 - Interiør på bakkenivå (2013)] by Municipal Archives of Trondheim is released under CC-BY-2.0
}}
{{Redirect|prev=Level 0|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
229dc083f7376ff4e86ba2f853b37bc0bcc687a6
328
324
2024-05-22T00:18:52Z
Xboy1
2
categories
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1: "Lurking Danger"}}
{{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances}}
== Description ==
[[File:Underground area of condominium.jpg|thumb|The Parking Lot of '''Level 1'''.]]
'''Level 1''', also known as "Lurking Danger," or "Habitable Zone," is the first level with supplies and resources to be sustainable for long-term stay. The level is thought to have infinite floors, but they progressively get more difficult to access the farther up they are. The highest floor anyone has found is 127, but other people have claimed to reach beyond that. Staircases and elevators have been found that lead between floors.
'''Level 1''' is mostly Euclidean, but the rare areas that aren't have really strong and confusing non-Euclidean effects. Hallways twisting and looping in strange ways, traveling short distances but ending up far away, and many other phenomena have been observed.
Crates that randomly appear and disappear can contain useful items such as [[Object 1|Almond Water]], food items, and weapons. The crates can also contain stranger items such as human hair, car engines, and live rats. If any items are put into a crate, they will stay there, even after the crate disappears and reappears. However, if an item is taken out of the crate, another random item will be put in it when it reappears to fill its place.
Occasionally, a Blackout Event can occur. A Blackout Event is a phenomenon in '''Level 1''' where all energy sources stop working, turning off the lights and anything else that requires electricity. During this event, entities will start to appear. A Blackout Event can last anywhere from 8 minutes to 20 hours, and this also applies to the time between Blackout Events.
'''Level 1''' has two distinct areas, the Parking Lot, and the Warehouse.
=== The Parking Lot ===
The Parking Lot is the first area of '''Level 1''', and is the area almost all of the known entrances are. It has pillars marked with letters to signify the section of the Parking Lot. Fluorescent lights are attached to the walls and pillars, and their brightness can vary in different sections, ranging from blindingly bright to completely turned off.
Some areas of the Parking Lot have a strange anomaly of appearing as if they were duplicated repeatedly, creating an odd looping effect. Some investigations have shown that these areas could be copied perfectly down to a molecular level.
A thick fog lingers in the Parking Lot, and condenses to form puddles of water on the ground. Car tracks are often seen on the floors, despite there being no cars in the level. Machinery can be heard from behind the walls, and it is speculated that it provides power to the level. This is further supported by the fact that the noise stops during a Blackout Event.
=== The Warehouse ===
[[File:Level 1 Warehouse.jpg|thumb|The Warehouse of '''Level 1'''.]]
The Warehouse is the main area of '''Level 1''', and contains the most supplies. There are many hallways, rooms, and even maze-like areas. There are often doors that lead into different hallways, rooms, and completely different parts of the Warehouse. The Warehouse is a part of anywhere above the third floor.
Different parts of the Warehouse wildly vary in look and design. The walls and floor change material to concrete, bricks, and metal, and also vary in color, being white, gray, or beige. The lights are either white, yellow, and rarely blue. Some areas even have an architectural structure that resembles a basement more than a warehouse.
The Warehouse has many crates on the floor and on shelves found all around the Warehouse. The crates also have more useful items, but more entities appear during blackouts, and, since it is more enclosed, they are harder to avoid.
== Entities ==
Most entities only appear during a Blackout Event. These entities include [[Smilers]], [[Hounds]], [[Skin-Stealers]], [[Dullers]], and [[Facelings]]. Entities that can appear without there being a blackout are [[Wretches]] and [[Windows]].
== Colonies & Outposts ==
Due to '''Level 1''' being so safe and being one of the first levels most people access, several wanderers have settled here and choose not to explore beyond '''Level 1''', resulting in many bases and colonies that are not documented here.
=== [[M.E.G.]] Base Alpha ===
The most important base of the [[M.E.G.]], and is where over half of the members reside. It was established just a few days after the [[M.E.G.]] was in 1998. It is heavily guarded and protected, and is where the most important items are stored. They give new wanderers important information on the Backrooms.
== Entrances and Exits ==
=== Entrances ===
* No-clipping through a dark wall in [[Level 0]] will lead here.
=== Exits ===
* Going down a long hallway will eventually lead to [[Level 2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image (the Parking Lot): [https://www.flickr.com/photos/67458903@N05/14070865988 003] by SunCon photos is released under CC-BY-2.0
First image (the Warehouse): [https://www.flickr.com/photos/trondheim_byarkiv/10998312184/ Dora 1 - Interiør på bakkenivå (2013)] by Municipal Archives of Trondheim is released under CC-BY-2.0
}}
{{Redirect|prev=Level 0|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
435e0378b2bc5badb134ba7ee8ee464a957d18b8
330
328
2024-05-22T00:38:37Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1: "Lurking Danger"}}
{{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances}}
== Description ==
[[File:Underground area of condominium.jpg|thumb|The Parking Lot of '''Level 1'''.]]
'''Level 1''', also known as "Lurking Danger," or "Habitable Zone," is the first level with supplies and resources to be sustainable for long-term stay. The level is thought to have infinite floors, but they progressively get more difficult to access the farther up they are. The highest floor anyone has found is 127, but other people have claimed to reach beyond that. Staircases and elevators have been found that lead between floors.
'''Level 1''' is mostly Euclidean, but the rare areas that aren't have really strong and confusing non-Euclidean effects. Hallways twisting and looping in strange ways, traveling short distances but ending up far away, and many other phenomena have been observed.
Crates that randomly appear and disappear can contain useful items such as [[Object 1|Almond Water]], food items, and weapons. The crates can also contain stranger items such as human hair, car engines, and live rats. If any items are put into a crate, they will stay there, even after the crate disappears and reappears. However, if an item is taken out of the crate, another random item will be put in it when it reappears to fill its place.
Occasionally, a Blackout Event can occur. A Blackout Event is a phenomenon in '''Level 1''' where all energy sources stop working, turning off the lights and anything else that requires electricity. During this event, entities will start to appear. A Blackout Event can last anywhere from 8 minutes to 20 hours, and this also applies to the time between Blackout Events.
'''Level 1''' has two distinct areas, the Parking Lot, and the Warehouse.
=== The Parking Lot ===
The Parking Lot is the first area of '''Level 1''', and is the area almost all of the known entrances are. It has pillars marked with letters to signify the section of the Parking Lot. Fluorescent lights are attached to the walls and pillars, and their brightness can vary in different sections, ranging from blindingly bright to completely turned off.
Some areas of the Parking Lot have a strange anomaly of appearing as if they were duplicated repeatedly, creating an odd looping effect. Some investigations have shown that these areas could be copied perfectly down to a molecular level.
A thick fog lingers in the Parking Lot, and condenses to form puddles of water on the ground. Car tracks are often seen on the floors, despite there being no cars in the level. Machinery can be heard from behind the walls, and it is speculated that it provides power to the level. This is further supported by the fact that the noise stops during a Blackout Event.
=== The Warehouse ===
[[File:Level 1 Warehouse.jpg|thumb|The Warehouse of '''Level 1'''.]]
The Warehouse is the main area of '''Level 1''', and contains the most supplies. There are many hallways, rooms, and even maze-like areas. There are often doors that lead into different hallways, rooms, and completely different parts of the Warehouse. The Warehouse is a part of anywhere above the third floor.
Different parts of the Warehouse wildly vary in look and design. The walls and floor change material to concrete, bricks, and metal, and also vary in color, being white, gray, or beige. The lights are either white, yellow, and rarely blue. Some areas even have an architectural structure that resembles a basement more than a warehouse.
The Warehouse has many crates on the floor and on shelves found all around the Warehouse. The crates also have more useful items, but more entities appear during blackouts, and, since it is more enclosed, they are harder to avoid.
== Entities ==
Most entities only appear during a Blackout Event. These entities include [[Entity 3|Smilers]], [[Entity 8|Hounds]], [[Entity 10|Skin-Stealers]], [[Entity 6|Dullers]], and [[Entity 11|Facelings]]. Entities that can appear without there being a blackout are [[Wretches]] and [[Windows]].
== Colonies & Outposts ==
Due to '''Level 1''' being so safe and being one of the first levels most people access, several wanderers have settled here and choose not to explore beyond '''Level 1''', resulting in many bases and colonies that are not documented here.
=== [[M.E.G.]] Base Alpha ===
The most important base of the [[M.E.G.]], and is where over half of the members reside. It was established just a few days after the [[M.E.G.]] was in 1998. It is heavily guarded and protected, and is where the most important items are stored. They give new wanderers important information on the Backrooms.
== Entrances and Exits ==
=== Entrances ===
* No-clipping through a dark wall in [[Level 0]] will lead here.
=== Exits ===
* Going down a long hallway will eventually lead to [[Level 2]].
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Xboy1|Xboy1]]
First image (the Parking Lot): [https://www.flickr.com/photos/67458903@N05/14070865988 003] by SunCon photos is released under CC-BY-2.0
First image (the Warehouse): [https://www.flickr.com/photos/trondheim_byarkiv/10998312184/ Dora 1 - Interiør på bakkenivå (2013)] by Municipal Archives of Trondheim is released under CC-BY-2.0
}}
{{Redirect|prev=Level 0|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
aef50af9564ace3a158fc87e93346ebc72f71fbe
Level 6
0
50
326
105
2024-05-21T23:55:53Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 6: "Lights Out"}}
{{Class Undetermined|environment=4/5? - Sensory Deprivation|exit=4/5 - Grueling Navigation|creature=2/5 - Undocumented Entities}}
== Description ==
[[File:Black.png|thumb|An attempt to photograph '''Level 6'''.]]
'''Level 6''', also known as "'''Lights Out'''," is shrouded in complete darkness, with no known way to bring light to the level. Initially, it was thought that any light sources had no function '''Level 6''', but it was later revealed that light itself simply doesn’t exist in '''Level 6''', so even things like night vision and thermal imaging devices would only be helpful after exiting the level. Due to the absence of light, it’s difficult to get information on '''Level 6''' and what’s inside of it.
'''Level 6''' consists of a complex of hallways and rooms of an indeterminate size. The floor is made out of metal, and the walls and ceiling are made out of concrete. '''Level 6'''’s structure makes it even more confusing to navigate, with turns at unnatural angles, several dead ends, and hallways often leading back to the same spot.
Many people have reported areas where they temporarily lose other senses as well, sometimes multiple at the same time. People often experience hallucinations with a sense shortly before losing it, such as ringing in the ears, or a tingling sensation in the hands. These areas are rare and small most of the time, but are very dangerous due to it being extremely difficult to navigate through. One should exit the area as soon as possible if they begin to experience the hallucinations stated before.
Because of these factors, many people experience hallucinations, paranoia, and eventually end up going insane. Any wanderer going into '''Level 6''' should bring a lot of Almond Water for the best chance of survival. However, even with this, '''Level 6''' is still extremely dangerous, and should be avoided as much as possible.
== Entities ==
While many people report entities in '''Level 6''', most are just rumored and unconfirmed as people who report them could be hallucinating. Below is a list of both confirmed and unconfirmed entities in '''Level 6'''.
=== [[Entity 15|Wretches]] ===
The first confirmed entity in '''Level 6'''. Since so many people go insane in '''Level 6''', Wretches are fairly common. However, the effects of '''Level 6''' still apply to them, so they will still be blind and have trouble finding their way through the level. It is advised to stay far away from any noises that seem like it may come from a Wretch.
=== Mimicry ===
The second confirmed entity in '''Level 6'''. The Mimicry are an entity exclusive to '''Level 6''' that mimic voices and sounds to lure in prey. Many have even said that they can mimic the voices of loved ones, but it is unknown if this is true. It is currently unknown what the Mimicry look like or what their biology is, but many have hypothesized that they are other known entities, presumably Wretches or Skin Stealers, that adapted to the darkness and evolved to have new abilities.
=== Spectator ===
The only documented unconfirmed entity in '''Level 6'''. The Spectator is an entity believed to only reside in '''Level 6'''. The Spectator only targets one person at a time, and it is thought that only one is present in the level. The Spectator will follow its target around, traveling closely behind them, and make heavy breathing sounds around them. The target will begin to feel very paranoid when the Spectator is around. If the target turns around, the breathing noises and the paranoid feeling will go away, but as they go on, it will slowly and gradually return. After a while, the Spectator will begin to make the target see visual hallucinations, such as exit doors and glimpses of light. If the wanderer tries to approach these hallucinations, they will vanish. This could be a major sanity hazard, and it is important to stay focused and to make sure not to be fooled.
The Spectator is currently unconfirmed, as it is likely that these properties could just be hallucinations. However, it is still listed here due to a recent influx of reports that makes some suspicious that it may not be a coincidence.
== Colonies and Outposts ==
Due to '''Level 6'''<nowiki>'</nowiki>s immense danger and unsuitability to life, no colonies and outposts exist.
== Entrances and Exits ==
=== Entrances ===
* The main way of entering is going down a staircase in the boiler rooms of [[Level 5]].
* Doors labeled "basement" in [[Level 4]] will open to a staircase leading down into '''Level 6'''.
=== Exits ===
* Stepping in a water puddle will cause one to noclip through the ground into [[Level 7]].
* Finding a staircase with a steel door at the end and entering it will send one to [[Level 17]].
* A specific gap in the floor located approximately 500 meters west from [[Level 5]]’s entrance will lead to [[the Hive]]. '''Do not attempt this.''' It is listed here to know what ''not'' to do.
{{Author|[[User:Xboy1|Xboy1]]|}}
{{Redirect|prev=Level 5|next=Level 7}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Dangerous]] [[Category:The Main Nine]]
30c12076057746015880ce407244b596d93b67ce
Level 7
0
52
327
114
2024-05-22T00:18:12Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 7''': "Thalassophobia}}
{{Class 3|exit=4/5 - Grueling Navigation|creature=1/5? - Scarce Information}}
== Description ==
[[File:Level 7.jpg|thumb|A photograph of '''Level 7'''.]]
'''Level 7''', also known as “Thalassophobia,” is a seemingly endless expanse of a deep ocean. It is around 6000 meters (20,000ft) deep. Many islands can be found scattered throughout '''Level 7'''. The ocean is completely devoid of life, besides the rumored Thing on '''Level 7'''. The water is very cold, being around 45° Fahrenheit at the surface. (7° Celsius.) Strangely, the water doesn’t freeze when below its typical freezing point, letting it get to extremely frigid temperatures farther below. Some strange properties in '''Level 7''' make it easier to traverse, such as one being able to hold their breath for several hours, the water being lighter, their body adapting to the high pressures deeper down, etc.
'''Level 7''' has a full water cycle and a day-night cycle. A full day lasts 22 hours, slightly less than on Earth.
Flooded houses of varying styles can be found interspersed throughout the ocean, some completely sunken and others only submerged a few inches in the water. Some houses are submerged, but don’t sink to the ocean floor. The tides and waves of the ocean carry the houses all around '''Level 7''', and none ever stay in the same place. It’s unknown how some houses are able to float despite being so heavy. In some rare cases, a house could be so buoyant that it wouldn’t be submerged at all, and little to no water gets in. The entrance of the level will always be in a house that’s only partially submerged underwater.
'''Level 7''' has 4 layers, similar to [[the Frontrooms]]' oceans.
The Epipelagic Zone, also known as the Daylight Zone, is the layer at the very top of the ocean. This layer goes from 0 meters to 200 meters deep. (0 feet to 650 feet.) It contains the most houses, and is overall the safest area of '''Level 7'''. Furniture can often be found floating near and on the surface from houses below the water.
The Mesopelagic Zone, also known as the Twilight Zone, is the second layer of the ocean. This layer goes from 200 meters to 1000 meters deep. (650 feet to 3,300 feet.) This is where the ocean starts to get dark, and where temperatures go below freezing. Ominous sounds can also be occasionally heard echoing through the waters, resembling things such as whale calls and metal crashes, albeit with great differences and distortions. These sounds have no known source, despite the attempts to discover it, making the noises even more eerie and mysterious.
The Bathypelagic Zone, also known as the Midnight Zone, is the third layer of the ocean. This layer goes from 1000 meters to 4000 meters deep. (3,300 feet to 13,000 feet.) In this point of the ocean, no light reaches, and the high pressure starts to really become noticeable. However, due to the properties of '''Level 7''' stated before, the pressure is not nearly as strong as it would be in the Frontrooms. Corpses and skeletons of fish from Earth, alien-like fish, and even humans have been found this far down. Just like in the Frontrooms, the Bathypelagic Zone is also the biggest out of all of them, being twice as big as the Abyssopelagic Zone, the second largest.
The Abyssopelagic Zone, also known as the Abyss, is the layer at the very bottom of the ocean. This layer goes from 4000 meters to 6000 meters deep. (13,000 feet to 20,000 feet.) The abyss is where the ocean basin lies, and is where one could normally expect to find the floor. Being at the ocean floor, it has the second most amount of houses.
Some suspect that there may be a fifth layer, deeper than all the rest. The Hadalpelagic Zone, also known as the Trenches, is an unconfirmed layer that is only rumored to exist. It is said to be from 6000 meters to 11000 meters deep, (20,000 feet to 36,000 feet,) almost twice as large as the rest of the ocean above it. Even though it is just a rumor, the popularity of this potential layer makes it notable enough to document here. Due to the dangers of the Abyss, rarity of finding an entrance to anything this far down, and the unexplorable nature of the deeper layers, it is infeasible to even attempt to find the Hadal Zone, and it will likely just be a legend for the foreseeable future.
=== Underwater Temples ===
Sometimes, structures can be found at the ocean floor. These structures have blue lights around them, making them the only light source this far down. These structures resemble castles made of blue, stone bricks with parts broken off of it. Strangely, these castles never have any openings that allow water to flow in, besides some small cracks that cause leaks. Despite this, these castles are still completely flooded, presumably from them accumulating water overtime from the leaks, although they have a large switch near the entrance that will close any open gates and doors and open a drain at the center, clear out all the water and leaving only occasional puddles. It is unknown where the water goes. The castles have furniture, but they are located at strange places, and are damaged heavily from the water.
The interiors of the castles have mazes that stretch on for much longer than the exterior, giving the castles a strange effect of being bigger on the inside than the outside. The exit to the maze will not lead to where one would normally expect, and going through it usually means being sent miles away from the castle’s initial location.
== Entities ==
=== [[Entity 20|The Thing on '''Level 7''']] ===
The Thing on '''Level 7''', commonly referred to simply as "The Thing," is a rumored entity that is thought to live in the Midnight and Abyssal Zones. It is said to be an anglerfish with the tail of a giant eel, approximately 600 meters long. It has sharp teeth, and is capable of swallowing a human whole. It is thought to be the being that killed off any other potential life in the ocean. Although this entity is yet to be confirmed to be real, there are heaps of evidence and reports for its existence.
== Colonies and Outposts ==
Due to the vastness of '''Level 7'''<nowiki>'</nowiki>s ocean, colonies are hard to find, and are mostly undocumented. However, many have said they have spotted a tribe on an island that is roughly 120,000 square meters big. Those who have claimed to find it say that the residents of the island are extremely hostile to newcomers, so if this group is real, it would be hard to gather information on it.
== Entrances and Exits ==
=== Entrances ===
* Stepping in puddles in [[Level 6]] will cause one to noclip into the ground and into one of '''Level 7'''<nowiki>'</nowiki>s houses on the surface.
=== Exits ===
* Some underwater caves will have an entrance to [[Level 8]].
* Many inconsistent and unreliable entrances to [[Level 37]] in some Underwater Temples have been found.
{{Author|[[User:Xboy1|Xboy1]]|Image 1: [https://commons.wikimedia.org/wiki/File:Marabut,_Philippines,_Tropical_sky_in_Pacific_Ocean.jpg Marabut, Philippines, Tropical sky in Pacific Ocean] by Vyacheslav Argenberg is licensed under CC-BY-4.0}}
{{Redirect|prev=Level 6|next=Level 8}}
[[Category:Backrooms]] [[Category:Level]] [[Category:Room]] [[Category:The Main Nine]] [[Category:Dangerous]]
202f49f9cbd656eb320a7633e084eb85cb2e2825
Category:The Main Nine
14
103
329
2024-05-22T00:30:35Z
Xboy1
2
Created page with "The Main Nine is a group of levels that consist of levels 0-8, the first nine. After the discovery of [[Level 8]], there was a long time before [[Level 9]] was discovered due to the dangers of the levels before it. Due to this, these levels were considered the "main" levels for a while, and that designation has stuck ever since."
wikitext
text/x-wiki
The Main Nine is a group of levels that consist of levels 0-8, the first nine. After the discovery of [[Level 8]], there was a long time before [[Level 9]] was discovered due to the dangers of the levels before it. Due to this, these levels were considered the "main" levels for a while, and that designation has stuck ever since.
201bf3efc8d216f827d56bc7b9cd3dcb28011904
File:Level 3.jpg
6
104
331
2024-05-22T03:35:25Z
Xboy1
2
Level 3 of the Backrooms.
wikitext
text/x-wiki
== Summary ==
Level 3 of the Backrooms.
fbbbad6c6861bd18fa16e6a5ae215a1eaeba3cd0
Level 3
0
105
332
2024-05-22T04:40:16Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Level 3: "Electrical Station"}} {{Class 4}} ==Description== [[File:Level 3.jpg|thumb|A brighter area of '''Level 3'''.]] '''Level 3''', also known as the "Electrical Station," is the first level in the Backrooms that poses a real threat. '''Level 3''' consists of an endless labyrinth of rooms and hallways, and their appearance has been compared to a prison. Some parts of the hallways can be irregular in size and shape, forcing one to crawl, hunch over, or..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 3: "Electrical Station"}}
{{Class 4}}
==Description==
[[File:Level 3.jpg|thumb|A brighter area of '''Level 3'''.]]
'''Level 3''', also known as the "Electrical Station," is the first level in the Backrooms that poses a real threat. '''Level 3''' consists of an endless labyrinth of rooms and hallways, and their appearance has been compared to a prison. Some parts of the hallways can be irregular in size and shape, forcing one to crawl, hunch over, or walk sideways to get through. Wires and pipes are connected to the walls and ceiling, and are sometimes broken and hanging down, which may get in the way of traveling and be a minor inconvenience.
The walls of '''Level 3''' are composed of bricks that are typically brown, but can sometimes be red or gray. Both the floor and ceiling are made out of metal, with fluorescent lights placed throughout the level. The lights vary greatly in brightness and distance, and are usually dim and barely bright enough to see clearly. On some occurrences, the lights may be so far apart that it leaves some areas in complete darkness.
Occasionally, one may find white, metal gates that block off parts of the level. These gates can usually be opened with a switch, though some gates have no switch and force wanderers to go around. Each switch's distance from the gate fluctuates wildly, being anywhere from right beside their respective gate, to about a mile away, and possibly even farther. The gates automatically close about 3 hours after being opened.
Despite its danger, many people willingly come to '''Level 3''' due to it being rich in supplies. Many rooms can appear with drawers, cabinets, and shelves that contain a variety of useful objects and tools. Although the supplies aren't as much as in [[Level 1]], they are much more useful, which makes people think that coming to this level is worth the risk. Objects include [[Object 1|Almond Water]], [[Object 12|Liquid Pain]], [[Object 7|Memory Jars]], [[Object 15|Firesalt]], [[Object 6|Moth Jelly]], and even firearms.
Some rooms have generators and machinery in them that power the level. Do not, under any circumstance, attempt to turn off a generator or machine. The machinery is extremely loud and can be heard anywhere on the level. These rooms can be entered by following "Maintenance" signs and entering a room with a "Generator" sign. Because of this, these rooms have been called "Generator Rooms", even if they don't contain one.
If one decides to deactivate or destroy a machine/generator, it will start a blackout in the area around the machine. These blackouts usually last from 10 to 20 minutes, if the machine is deactivated. If the machine or generator is broken or destroyed, it will take humans to fix it. During blackouts, entities are much more aggressive and act smarter. The reason for this is unknown. Entities can now stalk a wanderer, and wait for the perfect opportunity to strike, preferably when the victim is most vulnerable. Wanderers that have experienced a blackout claim that the entities are also faster, and perform movements much smarter and more efficiently.
'''Level 3''' is commonly thought of as a combination of the levels that come before it. The confusing and non-Euclidean structure of [[Level 0]], the surplus of supplies from [[Level 1]], and the entities, tight spaces, and mechanical aspects similar to [[Level 2]]. Most see this as an interesting coincidence, but some people feel as if this could be hinting at a deeper connection between the four levels.
==Entities==
'''Level 3''' is home to many dangerous entities, unlike the first 3 levels. [[Entity 10|Skin-Stealers]], [[Entity 3|Smilers]], [[Entity 4|Deathmoths]], [[Entity 8|Hounds]], [[Entity 9|Facelings]], [[Entity 6|Dullers]], [[Entity 15|Wretches]], and [[Entity 5|Clumps]]. These entities appear in the level at a moderate rate but are still immensely dangerous due to the fact that they almost always attack in groups and are much more aggressive than they are in other levels.
==Colonies & Outposts==
Many wanderers and groups have attempted to create bases in '''Level 3''' due to the abundance of useful items. However, almost all of them have failed due to attacks from entities and looters. Only the most powerful groups have succeeded in creating and managing a base in '''Level 3'''. To the average wanderer, '''Level 3''' should serve as a place to quickly and cautiously gather supplies when properly prepared, and not as a permanent settlement.
===[[The M.E.G.|M.E.G.]] - Base Gamma===
The most well-known colony in the level. The colony was created and developed by [[the M.E.G.]] The outpost houses over 250 wanderers, with 30 guards, equipped with firearms. Base Gamma provides shelter, food, water, protection, and medical treatment to any who decide to stay. The base was created on March 3rd, 2001.
===Delta Research Base===
A branch of [[the M.E.G.]] Base Gamma. This colony houses about 50 wanderers with 6 guards to protect them. This colony is mainly for conducting research and adding levels to the Backrooms database. The base was created on July 16th, 2001.
===[[The B.N.T.G.|B.N.T.G.]] - Storage Facility===
[[The B.N.T.G.]] Storage Facility is a group that mainly searches the level for supplies to bring back to the base so they can trade. They are willing to trade with any non-hostile group or wanderer, and supply Base Gamma the most. The colony houses 170 wanderers with 14 guards to protect them. Storage Facility was created on June 11th, 2002.
===[[The Followers of Jerry|Followers of Jerry]] - Blue Salvation===
A secretive and mysterious colony in '''Level 3'''. The colony houses over 50 wanderers with no guards. The colony is an extension of the Cult that [[Entity 7]], Jerry, has created, "The Followers of Jerry". Cultists are inhospitable and are only willing to trade with wanderers if they possess sunflower seeds, which [[Entity 7]] loves. The outpost was created on April 7th, 1994.
==The First Blackout==
An incident that occurred in late 2001.
A group of approximately 5 M.E.G. Raiders were tampering with a generator they had found inside of a room, believing that it may have been hiding something from Base Gamma. One of the raiders decided to hit the machine with a hammer they had found. Instantly, all the lights of the level shut off and an eerie silence filled the endless hallways of the Electrical Station. The 5 Raiders reported that they were hearing obnoxious screams, possibly from entities going rogue. On their trip back to Base Gamma, there were 81 entity recordings and encounters during the single-kilometer trip to Base Gamma. Once the raiders arrived, they briefly explained the incident and brought a technician to help get the generator working again. The Blackout lasted for about 10 minutes, in those 10 minutes there were more than triple the amount of entity encounters. These encounters killed more than one-fifth of the current amount of wanderers in the level, at that time.
After the incident, the M.E.G. installed a few signs near generators and machines to warn wanderers about the danger. Causing a Blackout for any reason will result in immediate termination from the M.E.G.
==Entrances and Exits==
===Entrances===
*Fire exits in [[Level 2]] can lead to '''Level 3'''.
===Exits===
*Elevators can sometimes be found that connect '''Level 3''', [[Level 4|4]], and [[Level 5|5]], although the level they lead to is different for each elevator and cannot be controlled.
*Walking down a hallway that slowly transitions into an office is a more common way to enter [[Level 4]].
{{Author|[[User:Xboy1|Xboy1]] & [[User:Haxord|Haxord]]|[https://www.flickr.com/photos/95854051@N00/8646339773 Prison Tour] by Steve Mays is licensed under CC-BY-2.0.}}
{{Redirect|prev=Level 2|next=Level 4}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Dangerous]] [[Category:The Main Nine]]
0416c5caea84abceb2adae0110ddd54e414cd779
Template:Class 4
10
18
333
69
2024-05-22T07:32:39Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #A01A00 0%, #A61C00 40%); border:6px solid #5B0F00; border-radius: 5px">
[[File:Class 4.png|right|200px]]
<span style="color: #5B0F00;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#5B0F00;font-size:24px;padding:0px 5px>Class 4</span></div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|4/5 - Very Dangerous Environment}}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|4/5 - Extremely Rare Exits }}}'''</div>
<div style="color:#5B0F00; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|4/5 - Frequent Entity Appearances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 4]]
ad52678ae1117f0a59ce68d99eccfa869dfb05e0
Template:Class 3
10
17
334
67
2024-05-22T07:33:02Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #C67C31 0%, #E69138 40%); border:6px solid #783F04; border-radius: 5px">
[[File:Class 3.png|right|200px]]
<span style="color: #783F04;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#783F04;font-size:24px;padding:0px 5px>Class 3</span></div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|3/5 - Dangerous Environment}}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|3/5 - Rare Exits }}}'''</div>
<div style="color:#783F04; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|3/5 - Common Entity Appearances}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 3]]
a6f6f781534b7cebe3e31b5f35515a4b7b3978bc
File:The End-2.jpg
6
106
335
2024-05-23T01:32:53Z
Xboy1
2
Another photo of The End.
wikitext
text/x-wiki
== Summary ==
Another photo of The End.
0a0c3019748e7a9ec36ebce98549e1d79fd4e8db
File:The End.jpg
6
107
336
2024-05-23T01:35:39Z
Xboy1
2
The center of The End.
wikitext
text/x-wiki
== Summary ==
The center of The End.
e52d9151c6e52ccb0928c0cfb3770c07baf06a73
File:Fake Reality.jpg
6
108
337
2024-05-23T01:39:10Z
Xboy1
2
A Fake Reality in The End.
wikitext
text/x-wiki
== Summary ==
A Fake Reality in The End.
40016906e625fc862c64fcab1f2a49ba224708cd
The End
0
109
338
2024-05-23T01:55:57Z
Xboy1
2
Created page with "{{Class Undetermined}} ==Description== [[File:The End.jpg|thumb|The "center" of '''The End'''.|200px]] '''The End''' is an enigmatic level of the Backrooms that traps wanderers with a false hope of escaping the Backrooms. '''The End''' is a labyrinth of rooms resembling a library, and it is thought to be endless. The level is eerily silent, with no ambience or natural sounds being recorded in the level. '''The End''''s geometry is non-Euclidean, and the effects of this a..."
wikitext
text/x-wiki
{{Class Undetermined}}
==Description==
[[File:The End.jpg|thumb|The "center" of '''The End'''.|200px]]
'''The End''' is an enigmatic level of the Backrooms that traps wanderers with a false hope of escaping the Backrooms. '''The End''' is a labyrinth of rooms resembling a library, and it is thought to be endless. The level is eerily silent, with no ambience or natural sounds being recorded in the level. '''The End''''s geometry is non-Euclidean, and the effects of this are especially noticeable compared to other levels. The geometry seems to become more unstable farther away from the center. Most people who enter this level initially feel a sense of unease and desolation.
Wanderers in '''The End''' are not able to interact in any way, making the level completely isolated. Electronics, radio signals, and Wi-Fi do not work in '''The End''', increasing the feeling of isolation. The only exception is the computer at the center of the level, which also has a Wi-Fi connection, although it is very weak and unreliable.
There are many bookshelves placed throughout the library, and pillars interspersed around the level, with the pillars having either a dull green or dull blue color. Fluorescent lights and vents are on the tiled ceiling, and they do not produce any noise. The vents in the level keep the level at a cool temperature, fluctuating between 65° F and 50° F. (18° C and 13° C.) The walls are made of beige concrete, changing to orange when nearing the top. The floor is made out of gray carpet, although some areas have a blue carpet instead.
[[File:The End-2.jpg|thumb|Another photograph of '''The End'''.|200px]]
'''The End''' has one room with such a significance to the level that it is widely accepted to be the "center" of the level, despite the level being infinite and having no definite center. This room contains a desk, a computer, and metal letters placed above spelling out "The End." The area outside of this room will usually have similar signs, but they will say "The End is Near" instead, albeit with a strange capitalization pattern. The bookshelves in '''The End''' are usually empty, but here, they may occasionally contain books. These books can have information about different levels, entities, and objects. Sometimes the information is about something undocumented and unknown, and the M.E.G. has even used this to discover new levels. In other instances, the books contain things like strings of random numbers, strings of random words, or sentences in an unidentifiable language. Investigations have been done about these books to try to find a meaning behind the mysterious texts, but no correlation has been found between them.
The computer appears to be from the 90's, and can run without any external power. The computer has many programs and files that can do things like turn on or off lights, lock or unlock certain doors, and even send the user to another level. However, these files are usually very hard to find, and are usually inside of a series of folders that are very unorganized and have cryptic names. The names are usually encoded into Base64, hexadecimal, and binary, or are very ambiguous and have no relation to the actual contents of the folder. There is one file that is usually on the desktop of the computer, and running it will send one to a Fake Reality. This file usually has a name pertaining either to the Frontrooms, or escaping the Backrooms.
===Fake Realities===
[[File:Fake Reality.jpg|thumb|A Fake Reality in '''The End''' with a "glitch" visible.|200px]]
Fake Realities are areas in '''The End''' that can be accessed via the computer in the Center. They take on the appearance of places on Earth, and are personalized for each wanderer. They resemble locations that a wanderer can instantly identify as being from the Frontrooms, such as their old home or a famous monument. People may even appear in these fake realities, sometimes being someone that the wanderer knows personally. Occasionally, doors that seem out-of-place may appear that lead back to the main area of '''The End'''.
These fake realities are flawed, however. Objects and people completely disintegrate after being just slightly damaged, with an exception being to larger objects like houses and buildings; only pieces of them will fade away. Fake Realities also have strange anomalies that appear throughout the area. The anomalies look like various unidentifiable items that cannot be interacted with. They do not seem to be bound by the laws of physics, as they can be impossibly big, float in the sky, and can clip into solid objects. These anomalies are most comparable to glitches and corruptions in a video game.
Despite this, wanderers will be fully convinced that they have escaped the Backrooms after entering a Fake Reality, due to an anomalous effect Fake Realities have. However, after a few hours, one will begin to feel a strange feeling that everything around them is fake. They may notice the inaccuracies in the Fake Reality, and will eventually come to the conclusion that they are not yet back on Earth. After this, many wanderers feel as if the Fake Reality is like a barrier or gateway to the Frontrooms, mostly due to the implications the level has of this being '''The End''' of the Backrooms. Many people end up going insane in '''The End''' after searching for days for an exit out of the Backrooms, becoming addicted to the small possibility of escaping, and ultimately not finding it.
==Entities==
No entities have been seen in '''The End'''.
==Colonies & Outposts==
As previously stated, it is impossible for wanderers to meet each other in '''The End''', making bases impossible to create.
==Entrances and Exits==
===Entrances===
* Anything that would imply an exit from the Backrooms can send one here. These are usually neon signs reading "exit" or "home" labeling a door, staircase, or elevator.
===Exits===
* The only consistent exit is by running certain programs on the computer in the center of the level, which can lead to random levels. However, as mentioned before, it is hard to find these programs, and their location on the computer changes at random. Some notable files are listed below.
** A file named "hub.exe" will lead to [[The Hub]].
** Files named "party.exe," "fun.exe," or "=).exe" will lead to [[Level Fun]]. '''''Do not open it.'''''
** Files named "!!!.exe," "run.exe," or "youareanidiot.exe" will lead to [[Level !]]. This is also unadvised.
** A specific program with an unknown name has sent wanderers to [[Level 3999]], which is known to be one of the few exits from the Backrooms, although the times this has happened are few and far between.
* Other exits are known to appear randomly and inconsistently. These exits vary too much and appear too infrequently to document, though, on rare occurrences they have provided entry to the elusive [[Level 9223372036854775807]].
{{Author|[[User:Xboy1|Xboy1]]|}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Enigmatic Level]]
0da6588b75634e23f0ea04b412066f932ba7fa4a
339
338
2024-05-23T01:58:18Z
Xboy1
2
wikitext
text/x-wiki
{{Class Undetermined}}
==Description==
[[File:The End.jpg|thumb|The "center" of '''The End'''.|200px]]
'''The End''' is an enigmatic level of the Backrooms that traps wanderers with a false hope of escaping the Backrooms. '''The End''' is a labyrinth of rooms resembling a library, and it is thought to be endless. The level is eerily silent, with no ambience or natural sounds being recorded in the level. '''The End''''s geometry is non-Euclidean, and the effects of this are especially noticeable compared to other levels. The geometry seems to become more unstable farther away from the center. Most people who enter this level initially feel a sense of unease and desolation.
Wanderers in '''The End''' are not able to interact in any way, making the level completely isolated. Electronics, radio signals, and Wi-Fi do not work in '''The End''', increasing the feeling of isolation. The only exception is the computer at the center of the level, which also has a Wi-Fi connection, although it is very weak and unreliable.
There are many bookshelves placed throughout the library, and pillars interspersed around the level, with the pillars having either a dull green or dull blue color. Fluorescent lights and vents are on the tiled ceiling, and they do not produce any noise. The vents in the level keep the level at a cool temperature, fluctuating between 65° F and 50° F. (18° C and 13° C.) The walls are made of beige concrete, changing to orange when nearing the top. The floor is made out of gray carpet, although some areas have a blue carpet instead.
[[File:The End-2.jpg|thumb|Another photograph of '''The End'''.|200px]]
'''The End''' has one room with such a significance to the level that it is widely accepted to be the "center" of the level, despite the level being infinite and having no definite center. This room contains a desk, a computer, and metal letters placed above spelling out "The End." The area outside of this room will usually have similar signs, but they will say "The End is Near" instead, albeit with a strange capitalization pattern. The bookshelves in '''The End''' are usually empty, but here, they may occasionally contain books. These books can have information about different levels, entities, and objects. Sometimes the information is about something undocumented and unknown, and the M.E.G. has even used this to discover new levels. In other instances, the books contain things like strings of random numbers, strings of random words, or sentences in an unidentifiable language. Investigations have been done about these books to try to find a meaning behind the mysterious texts, but no correlation has been found between them.
The computer appears to be from the 90's, and can run without any external power. The computer has many programs and files that can do things like turn on or off lights, lock or unlock certain doors, and even send the user to another level. However, these files are usually very hard to find, and are usually inside of a series of folders that are very unorganized and have cryptic names. The names are usually encoded into Base64, hexadecimal, and binary, or are very ambiguous and have no relation to the actual contents of the folder. There is one file that is usually on the desktop of the computer, and running it will send one to a Fake Reality. This file usually has a name pertaining either to [[the Frontrooms]], or escaping the Backrooms.
===Fake Realities===
[[File:Fake Reality.jpg|thumb|A Fake Reality in '''The End''' with a "glitch" visible.|200px]]
Fake Realities are areas in '''The End''' that can be accessed via the computer in the Center. They take on the appearance of places on Earth, and are personalized for each wanderer. They resemble locations that a wanderer can instantly identify as being from [[the Frontrooms]], such as their old home or a famous monument. People may even appear in these fake realities, sometimes being someone that the wanderer knows personally. Occasionally, doors that seem out-of-place may appear that lead back to the main area of '''The End'''.
These fake realities are flawed, however. Objects and people completely disintegrate after being just slightly damaged, with an exception being to larger objects like houses and buildings; only pieces of them will fade away. Fake Realities also have strange anomalies that appear throughout the area. The anomalies look like various unidentifiable items that cannot be interacted with. They do not seem to be bound by the laws of physics, as they can be impossibly big, float in the sky, and can clip into solid objects. These anomalies are most comparable to glitches and corruptions in a video game.
Despite this, wanderers will be fully convinced that they have escaped the Backrooms after entering a Fake Reality, due to an anomalous effect Fake Realities have. However, after a few hours, one will begin to feel a strange feeling that everything around them is fake. They may notice the inaccuracies in the Fake Reality, and will eventually come to the conclusion that they are not yet back on Earth. After this, many wanderers feel as if the Fake Reality is like a barrier or gateway to [[the Frontrooms]], mostly due to the implications the level has of this being '''The End''' of the Backrooms. Many people end up going insane in '''The End''' after searching for days for an exit out of the Backrooms, becoming addicted to the small possibility of escaping, and ultimately not finding it.
==Entities==
No entities have been seen in '''The End'''.
==Colonies & Outposts==
As previously stated, it is impossible for wanderers to meet each other in '''The End''', making bases impossible to create.
==Entrances and Exits==
===Entrances===
* Anything that would imply an exit from the Backrooms can send one here. These are usually neon signs reading "exit" or "home" labeling a door, staircase, or elevator.
===Exits===
* The only consistent exit is by running certain programs on the computer in the center of the level, which can lead to random levels. However, as mentioned before, it is hard to find these programs, and their location on the computer changes at random. Some notable files are listed below.
** A file named "hub.exe" will lead to [[The Hub]].
** Files named "party.exe," "fun.exe," or "=).exe" will lead to [[Level Fun]]. '''''Do not open it.'''''
** Files named "!!!.exe," "run.exe," or "youareanidiot.exe" will lead to [[Level !]]. This is also unadvised.
** A specific program with an unknown name has sent wanderers to [[Level 3999]], which is known to be one of the few exits from the Backrooms, although the times this has happened are few and far between.
* Other exits are known to appear randomly and inconsistently. These exits vary too much and appear too infrequently to document, though, on rare occurrences they have provided entry to the elusive [[Level 9223372036854775807]].
{{Author|[[User:Xboy1|Xboy1]]|}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Enigmatic Level]]
77880ea549b7c3fca3d9572ad97967e563bf9d76
User:GogurteGuy/Gogurte's test page :)
2
110
340
2024-05-23T02:26:00Z
GogurteGuy
16
leave pls :)
wikitext
text/x-wiki
== Hello, Welcome to my Test Page!!! ==
=== What to expect: ===
* This to be updated whenever Gogurte needs to figure out something new or experiment with the page stuff
* '''You''' to '''not''' edit this
=== What will happen ===
* You will go on with your day like you never saw this page ;)
==== have a good day ====
205207f6b21855a0b1ac01ad50164e251ab1f14e
341
340
2024-05-23T02:31:28Z
Xboy1
2
Xboy1 moved page [[Gogurte's test page :)]] to [[User:GogurteGuy/Gogurte's test page :)]]: sandbox
wikitext
text/x-wiki
== Hello, Welcome to my Test Page!!! ==
=== What to expect: ===
* This to be updated whenever Gogurte needs to figure out something new or experiment with the page stuff
* '''You''' to '''not''' edit this
=== What will happen ===
* You will go on with your day like you never saw this page ;)
==== have a good day ====
205207f6b21855a0b1ac01ad50164e251ab1f14e
MediaWiki:Sidebar
8
112
343
2024-05-23T02:48:53Z
Xboy1
2
test
wikitext
text/x-wiki
* navigation
** mainpage|mainpage-description
** recentchanges-url|recentchanges
** randompage-url|randompage
** helppage|help-mediawiki
* Realities
** The_Frontrooms|The Frontrooms
** The_Backrooms|The Backrooms
** The_Uprooms|The Uprooms
** The_Downrooms|The Downrooms
* SEARCH
* TOOLBOX
* LANGUAGES
2a1298b67d9d367cb9a33a793e617728d2888eab
File:The Entrance.jpg
6
113
348
2024-05-23T16:56:45Z
Haxord
18
wikitext
text/x-wiki
The Entrance
51a0a27c93e5a774b61a389f99d129aefe047e1c
File:The Halls.jpg
6
114
350
2024-05-23T17:17:35Z
Haxord
18
wikitext
text/x-wiki
The Halls
9fbfc19b834c3f39159b448a212901bc8ee71381
File:The Halls (2).jpg
6
115
351
2024-05-23T17:19:44Z
Haxord
18
wikitext
text/x-wiki
The Halls (2)
45f4bf63305d87493f76683c21fd37927442352a
Level 5
0
94
355
354
2024-05-23T17:26:48Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
[[File:The Halls.jpg|thumb|A Photo of "The Halls", being the second photo of the level.]]
[[File:The Halls (2).jpg|thumb|Another image of "The Halls", possibly leading into a "DeathMoth" hive.]]
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
52c53291d0f292053b9a11129ad7c3843e9f8fdf
356
355
2024-05-23T17:28:14Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
3ef285cd4751fbbb26a3e1c435ea8e68fc958401
358
356
2024-05-23T17:31:30Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
[[File:The Rooms.jpg|thumb|An example of a room.]]
e156eb7630a187ef8e5bd7e9bc1839cfa11e4a7c
359
358
2024-05-23T17:32:15Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
e1929278f0311fd892a01fc9e886408b3dd9fe14
360
359
2024-05-23T17:33:07Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
[[File:The Rooms.jpeg|thumb|An example of a room.]]
b1d8f698c85436099c787a1c4a9e0899dd34c0ee
361
360
2024-05-23T17:35:52Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
[[File:The Rooms.jpeg|thumb|An example of a room.]]
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Clumps]] and [[Facelings|Child Facelings]].
5ce6e1b4c05d333a9db02c5f7a80c9ffc0bbe788
362
361
2024-05-23T17:37:48Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Clumps]] and [[Facelings|Child Facelings]].
132825943cb7449f8187ad06b0979da614578d7d
363
362
2024-05-23T17:44:08Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for Deathmoths and Clumps. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Clumps]] and [[Facelings|Child Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Smilers]], and [[Rattlers]], that have been found in the area.
d6393bbddb6fe99aad1a522aa09a1f218819d858
366
363
2024-05-23T17:47:48Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[https://lostrealities.miraheze.org/wiki/Entity_5?action=edit&redlink=1|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Clumps]] and [[Facelings|Child Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Smilers]], and [[Rattlers]], that have been found in the area.
e3bc8c9bfccc10c32c7f23c34a7b56bc7150cae3
369
366
2024-05-23T17:50:31Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Clumps]] and [[Facelings|Child Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Smilers]], and [[Rattlers]], that have been found in the area.
aaeecc85f2f64902992547068745656725eca153
371
369
2024-05-23T17:52:40Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Clumps]] and [[Facelings|Child Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Smilers]], and [[Rattlers]], that have been found in the area.
9afa3fdd3b9edfb0d4d657d28d158dda249229d9
372
371
2024-05-23T17:53:40Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[[DeathMoth]]" hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Smilers]], and [[Rattlers]], that have been found in the area.
bc5e02b76196ebf26a9c67a8da2b3ea423893f32
373
372
2024-05-23T17:55:24Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a "[Entity_4|Death Moths]]" hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Smilers]], and [[Rattlers]], that have been found in the area.
3686ec9da25ff9af7eff4d5adab70a519dfcfa46
374
373
2024-05-23T17:56:23Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Smilers]], and [[Rattlers]], that have been found in the area.
4cb2c59c4e4adb2ec1719bb5d85dc409f91b9777
375
374
2024-05-23T17:57:13Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
304bc49efc7589183ab268f4bdd81be39c112f18
381
375
2024-05-23T18:02:43Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
54fb1a43f6164844f4813175f947eedb019a25fb
382
381
2024-05-23T18:03:33Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
d4e90dd773b456be8d58ff445b41da7f52a4372b
383
382
2024-05-23T18:04:22Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for Smilers and Rattlers to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
ec0a1b0161613b15f01365853b1a061ca2bb2341
384
383
2024-05-23T18:07:27Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for Smilers and Rattlers to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include Clumps, Skin-Stealers, Smilers, and Rattlers. Please note that Smilers and Rattlers only appear in The Boiler Room.
3fbd31e6190c4dc6eb46e45f59853fd875c31780
385
384
2024-05-23T18:08:16Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_4|Smilers]] and Rattlers to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include Clumps, Skin-Stealers, Smilers, and Rattlers. Please note that Smilers and Rattlers only appear in The Boiler Room.
341606bf05d8edc8a329ff9cfcd51c36f2c044c2
387
385
2024-05-23T18:11:12Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_4|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Enity_3|Smilers]], and [[Rattlers]]. Please note that [Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
63a439c32ee21d4f3bbb5a21778b5e4683ecbda9
388
387
2024-05-23T18:11:36Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_4|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
ae0c49b5293713c45c246eacbf23354d703e0289
389
388
2024-05-23T18:12:11Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
434857c81aea600f51226ff2a7972d081a9679e2
391
389
2024-05-23T18:17:43Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
[[File:The Beast Of Level 5.jpg|thumb|A halluciA painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes Level 8, though on rare occasions.
{{Author|[[User:Haxord|Haxord]]
7a4df92bf1cf70f9fb51206f0578fe4c0065428f
392
391
2024-05-23T18:19:07Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
[[File:The Beast Of Level 5.jpg|thumb|A halluciA painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes Level 8, though on rare occasions.
{{Author|[[User:Xboy1|Xboy1]]|First image, "The Backrooms," is from an unknown source.
b07a6ad73a614c698afe7c590a49c54c36aa63f7
393
392
2024-05-23T18:23:53Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
[[File:The Beast Of Level 5.jpg|thumb|A halluciA painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
Entrances
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
436921023865f5c97ef51e9f8c538c910d5c12c9
394
393
2024-05-23T18:25:56Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
[[File:The Beast Of Level 5.jpg|thumb|A halluciA painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
Entrances
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
Exits
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
15b47fffb9df2de372f2f0b2f79c7d70f309ce39
395
394
2024-05-23T18:26:52Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"“Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
Entrances
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
Exits
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
053d9f39db9a4723a557108c09b89edf0dcd250f
396
395
2024-05-23T18:28:06Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.\
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
Entrances
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
Exits
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
b09a494949d849267b7b45a600a107c9c7caddbc
397
396
2024-05-23T18:29:12Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
==The Halls - '''"Looking for a Room?"'''==
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
==The Rooms - '''"Sit down! Make yourself at home!"'''==
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
==The Beverly Room - '''“Calm down! Listen to the music!”'''==
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
==The Boiler Room - '''"Sorry! Staff only!"'''==
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
==The Beast of Level 5 - '''"How Offensive!"'''==
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
Entrances
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
Exits
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
205fcf86a918fe7b4a7c9dd6ea0c2b4e2b73b135
398
397
2024-05-23T18:30:00Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
Entrances
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
Exits
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
89271a7b091e7df29fdbaaa330d01e4f474dbc6c
File:The Rooms.jpg
6
116
357
2024-05-23T17:31:19Z
Haxord
18
wikitext
text/x-wiki
The Rooms
f5f6a6a67fc025be30aaed1ecbfac61ac994549a
File:Level 9223372036854775807.png
6
117
364
2024-05-23T17:46:00Z
Xboy1
2
The Final Level of the Backrooms.
wikitext
text/x-wiki
== Summary ==
The Final Level of the Backrooms.
651bcfae7dae40b15e7cc205ee7114214278a018
Entity List
0
32
365
313
2024-05-23T17:46:31Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
9ee16f6c41e8f2d6e1a7ecb48e07706f6adaa2b0
376
365
2024-05-23T17:59:06Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
[[Entity 3.1]] - "Rattlers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
a9f19f2c61ff49f1dfaaf6f2603bc29512150419
377
376
2024-05-23T17:59:41Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
[[Entity 3.1]] - "Rattlers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
78d687a09093ec22c4b1d00b6bc358dce6c9904d
378
377
2024-05-23T18:00:08Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
9ee16f6c41e8f2d6e1a7ecb48e07706f6adaa2b0
399
378
2024-05-23T18:32:19Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
↪ Entity 3.1 - "Rattlers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
c1f7138bc9959cee343443d57dfa83c0daa6fba2
File:The Glitched Void.png
6
118
367
2024-05-23T17:49:15Z
Xboy1
2
The void outside of Level 9223372036854775807.
wikitext
text/x-wiki
== Summary ==
The void outside of Level 9223372036854775807.
8b5d418f06aceadc409e84e2fb91eb3e64556901
File:135px-Manganese violet.png
6
121
379
2024-05-23T18:00:17Z
181.29.74.30
0
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:The Boiler Room.jpg
6
122
380
2024-05-23T18:02:30Z
Haxord
18
wikitext
text/x-wiki
The Boiler Room
f1cff033d06d383fc9aea431a3985ea04d9b1345
File:Blackfireore.png
6
123
386
2024-05-23T18:10:19Z
181.29.74.30
0
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:The Beast Of Level 5.jpg
6
124
390
2024-05-23T18:13:45Z
Haxord
18
wikitext
text/x-wiki
The Beast Of Level 5
07599284090e4aafcafd936a852d010865927e40
Object 11
0
125
400
2024-05-23T18:34:03Z
181.29.74.30
0
Created page with " {{UR Class -1|safety=-|ubiquity=1|uses=Harmful|}} [[File:135px-Manganese violet.png|thumb|center|A sample of '''Blackfire Powder''' stored in a small container]] == Description == '''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, lavender-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the pr..."
wikitext
text/x-wiki
{{UR Class -1|safety=-|ubiquity=1|uses=Harmful|}}
[[File:135px-Manganese violet.png|thumb|center|A sample of '''Blackfire Powder''' stored in a small container]]
== Description ==
'''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, lavender-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the proper equipment to store and transport it, as it will most likely lead to major injuring or even death of one or more members of a group. When ignited, it burns in a Black flame, hence its name.
[[File:Blackfireore.png|thumb|center|An image of an unrefined piece of '''Blackfire Mineral''' at a M.E.G refining outpost on [[Level 813]]]]
== Properties ==
'''Blackfire Powder''' is an extremely unstable resource both in its powder form and its mineral form, as it will ignite and/or explode if certain ambiental conditions aren’t met. As stated before, wanderers that lack reliable ways to maintain the temperature of '''Blackfire Powder''' must not attempt to extract it from its source level due to the high risk this poses. '''Blackfire Powder''' is often compared to Gunpowder from the Frontrooms due to the similar applications it has, being used by the bigger groups of the Backrooms such as the M.E.G. or the B.N.T.G. to manufacture weaponry and ammunition in order to defend themselves from Entities or hostile wanderer groups. The mineral form seems to have an extremely high melting point (around 4172°F/2300°C). The resulting metal is very brittle and heavy, with very poor malleability. Due to this, the creation of '''Blackfire Metal''' has been deemed inefficient and a waste of resources.
Both '''Blackfire Powder''' and '''Blackfire Mineral''' have an anomalous property; The material, if not stored properly, will ignite or even explode if it reaches ambient temperature (Around 68°F - 77°F/20°C - 25°C). The mineral form is even more unstable and can trigger with less regular temperatures (60°F - 82°F/15°C - 29°C). Due to this property, '''Blackfire Powder''' can only be found on levels that possess extreme temperatures, although it doesn’t matter if the temperature is freezing cold or boiling hot. This makes the material very hard to obtain since most of the time the mineral form needs to be processed in the same level it was extracted from, due to the higher instability it has compared to the powder form. The processing method consists of crushing the mineral and filtering the useless pieces, which are yellow-ish white colored, of an unidentified material with no current uses. Blackfire Powder is stored in temperature insulating containers, such as insulated cans, bottles and thermoses. As a result of the peculiar conditions this material requires to ignite, the black fire produced when it burns is not harmful, and is warm to the touch, not hot enough to cause any kind of injury. The real danger '''Blackfire Powder''' poses are the explosions caused by more abrupt temperature changes. They are extremely loud, often causing damage to the eardrum or even long-term deafening in more severe cases. They are also very bright, and when triggered in large quantities they can even create shockwaves strong enough to damage tissue and bones.
== Usage ==
'''Blackfire Powder''' is used in the creation of weapons and explosives. This includes: Ammunition, Grenades (Which also double for flashbangs), Dynamite (for quarrying/mining purposes), Flares, and Artillery Shells. Due to its special properties revolving around temperature, it also has potential to be used in minuscule quantities to create thermometers and barometers, although this is in an experimental phase, being actively researched in collaboration of the M.E.G. and B.N.T.G.
== Location ==
'''Blackfire Mineral''' can be found scarcely in levels where the temperatures are extremely hot or cold. This includes [[Level 813]] (The main source of '''Blackfire Mineral''') where it can be found under frozen lakes, the lower layers of [[Level 7]], areas close to the Sun on [[Level 24]], among others. It is to be noted that stashes of '''Blackfire Powder''' have been found stored in [[Level 21]] and the hotter areas of [[Level 2]]. Whether they were brought here by wanderers or if they originated on these levels remains unclear.
1f05f667aec28fa111820f0f7c326b7163b0f38a
406
400
2024-05-23T18:41:54Z
181.29.74.30
0
wikitext
text/x-wiki
{{UR Class -1|safety=-|ubiquity=1|uses=Harmful|}}
[[File:135px-Manganese violet.png|thumb|center|A sample of '''Blackfire Powder''' stored in a small container]]
== Description ==
'''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, lavender-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the proper equipment to store and transport it, as it will most likely lead to major injuring or even death of one or more members of a group. When ignited, it burns in a Black flame, hence its name.
[[File:Blackfireore.png|thumb|center|An image of an unrefined piece of '''Blackfire Mineral''' at a M.E.G refining outpost on [[Level 813]]]]
== Properties ==
'''Blackfire Powder''' is an extremely unstable resource both in its powder form and its mineral form, as it will ignite and/or explode if certain ambiental conditions aren’t met. As stated before, wanderers that lack reliable ways to maintain the temperature of '''Blackfire Powder''' must not attempt to extract it from its source level due to the high risk this poses. '''Blackfire Powder''' is often compared to Gunpowder from the Frontrooms due to the similar applications it has, being used by the bigger groups of the Backrooms such as the M.E.G. or the B.N.T.G. to manufacture weaponry and ammunition in order to defend themselves from Entities or hostile wanderer groups. The mineral form seems to have an extremely high melting point (around 4172°F/2300°C). The resulting metal is very brittle and heavy, with very poor malleability. Due to this, the creation of '''Blackfire Metal''' has been deemed inefficient and a waste of resources.
Both '''Blackfire Powder''' and '''Blackfire Mineral''' have an anomalous property; The material, if not stored properly, will ignite or even explode if it reaches ambient temperature (Around 68°F - 77°F/20°C - 25°C). The mineral form is even more unstable and can trigger with less regular temperatures (60°F - 82°F/15°C - 29°C). Due to this property, '''Blackfire Powder''' can only be found on levels that possess extreme temperatures, although it doesn’t matter if the temperature is freezing cold or boiling hot. This makes the material very hard to obtain since most of the time the mineral form needs to be processed in the same level it was extracted from, due to the higher instability it has compared to the powder form. The processing method consists of crushing the mineral and filtering the useless pieces, which are yellow-ish white colored, of an unidentified material with no current uses. Blackfire Powder is stored in temperature insulating containers, such as insulated cans, bottles and thermoses. As a result of the peculiar conditions this material requires to ignite, the black fire produced when it burns is not harmful, and is warm to the touch, not hot enough to cause any kind of injury. The real danger '''Blackfire Powder''' poses are the explosions caused by more abrupt temperature changes. They are extremely loud, often causing damage to the eardrum or even long-term deafening in more severe cases. They are also very bright, and when triggered in large quantities they can even create shockwaves strong enough to damage tissue and bones.
== Usage ==
'''Blackfire Powder''' is used in the creation of weapons and explosives. This includes: Ammunition, Grenades (Which also double for flashbangs), Dynamite (for quarrying/mining purposes), Flares, and Artillery Shells. Due to its special properties revolving around temperature, it also has potential to be used in minuscule quantities to create thermometers and barometers, although this is in an experimental phase, being actively researched in collaboration of the M.E.G. and B.N.T.G.
== Location ==
'''Blackfire Mineral''' can be found scarcely in levels where the temperatures are extremely hot or cold. This includes [[Level 813]] (The main source of '''Blackfire Mineral''') where it can be found under frozen lakes, the lower layers of [[Level 7]], areas close to the Sun on [[Level 24]], among others. It is to be noted that stashes of '''Blackfire Powder''' have been found stored in [[Level 21]] and the hotter areas of [[Level 2]]. Whether they were brought here by wanderers or if they originated on these levels remains unclear.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Things]]
60335d5c6c6845273c4d7bba9bfef1b2b141f6e4
Level 8
0
126
401
2024-05-23T18:34:24Z
Haxord
18
Created page with "{{DISPLAYTITLE:Level 8: "Cave System"}}"
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
05463ae752b31fd7484ad6d70d33e64cfe586477
Object 1
0
31
402
239
2024-05-23T18:38:17Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
{{UR Class +2}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Entity 3|Smiler]] or [[Entity 8|Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Phenomenon 2|Wretched Cycle]] or revert the effects of [[Object 12|Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as "overly sweet" by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[Entity 20|the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of liquorice and a mint-y aftertaste, described as ''"The worst thing I’ve ever tasted"'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Object 6|Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in [[the Frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
8e9edaf245c163682b1dfc242f818fb6da537b07
404
402
2024-05-23T18:40:32Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
{{UR Class +2|uses=Staple Usefulness|safety = +|ubiquity = 1}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Entity 3|Smiler]] or [[Entity 8|Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Phenomenon 2|Wretched Cycle]] or revert the effects of [[Object 12|Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as "overly sweet" by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[Entity 20|the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of liquorice and a mint-y aftertaste, described as ''"The worst thing I’ve ever tasted"'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Object 6|Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in [[the Frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
607d0990ecf94c9fa2c2e92d773e52426f912906
405
404
2024-05-23T18:40:54Z
Beaconhair2226
12
wikitext
text/x-wiki
__NOTOC__
{{DISPLAYTITLE:Object 1: "Almond Water"}}
{{UR Class +2|uses=Staple Usefulness|safety = +|ubiquity = 0.83}}
[[File:Almond.png|thumb|right|''A picture of '''Almond Water''''']]
== Description ==
'''Almond Water''' is a commonly found object with its presence being known by every wanderer who spent time in the Backrooms. It is the replacement for water in the Backrooms, with everything that would run from water inside of the Frontrooms runs on '''Almond Water''' instead.
The substance of '''Almond Water''' is very similar to water inside of the Frontrooms. '''Almond Water''' tastes like vanilla, with a hint of almond and rose. The contents of the drink are unknown, with no contents label visible at any can.
[[File:Almond2.png|thumb|middle|''A picture of the different flavours of '''Almond Water''''']]
'''Almond Water''' usually appears inside of a mono-yellow can, with a logo and what taste it is, the different flavours of '''Almond Water''' are:
* ''Original - Mono-Yellow''
* ''Breezy Coconut - Cyan''
* ''Harmony of Cinnamon - Brown''
* ''Rose Water Bliss - Pink''
* ''Mint Delight - Green''
Each taste of '''Almond Water''' has differing properties and designs of the can.
== Properties ==
'''Almond Water''' is known for its unusual properties that keep the wanderer’s sanity at bay.
==== Original Flavour ====
The properties of the original flavour of '''Almond Water''' are the most known ones, as the original flavour is the most common one out of all flavours.
This flavour is a go-to as it calms wanderers down and is a repellent from dangerous entities like the [[Entity 3|Smiler]] or [[Entity 8|Hound]]. The original flavour of '''Almond Water''' can cure one from the [[Phenomenon 2|Wretched Cycle]] or revert the effects of [[Object 12|Liquid Pain]].
The Original Flavour of '''Almond Water''' tastes like a vanilla fondant with a nutty aftertaste, described as "overly sweet" by a lot of wanderers
==== Breezy Coconut Flavour ====
The properties of the coconut flavour of '''Almond Water''' are one of the lesser-known effects and are not common to find.
This flavour is useful in levels like [[Level !]] or [[Level 21]], usually, any level that contains running, as the coconut flavour gives someone the strength to run for a long time, it does not retain properties like insanity-reducing and repelling, and can only serve as a boost if a wanderer plans to get away from a sticky situation fast.
The Breezy Coconut Flavour of Almond Water has a strong taste of rum and coconut, with a vanilla aftertaste, which was described as “Not the most pleasant thing I’ve ever tasted” by most wanderers.
==== Harmony of Cinnamon Flavour ====
The properties of the cinnamon flavour of '''Almond Water''' are very useful, more useful than the original flavour, but it is also the rarest flavour.
This flavour is the ultimate repellent from entities, some wanderers make shampoo or deodorant from this. Every kind of entity is repelled by the smell of this flavour, and some entities, such as [[Entity 20|the Thing on Level 7]], are scared of this scent.
It is not advised to drink this flavour, as all of its benefits come from the scent of this specific flavour.
The Harmony of Cinnamon Flavour Almond Water tastes like cinnamon sugar and cinnamon cupcakes, the scent is a very pleasant smell of cinnamon, described as “More cinnamon-y than cinnamon itself” by wanderers
==== Rose Water Bliss Flavour ====
The properties of the rose flavour of '''Almond Water''' are useful, to say the least. Wanderers reported to be calmer and more decisive after drinking this certain flavour.
Upon drinking this flavour, the consumer will feel a sense of calmness and resolve, becoming more decisive and not panic for a long time (About 2 hours), and gives boosts of morale, which makes one extremely happy.
However, the downside of this flavour is that it doesn’t work in certain levels that constantly deprives one’s sanity, like [[Level 455]] and [[Level !]]
The Rose Water Bliss Flavour of '''Almond Water''' tastes like pure rose water and has a strong smell of roses, wanderers describe this flavour as ''“Being the closest thing I have to home”'', as after drinking this flavour, the wanderer has a sense of being in a familiar environment.
==== Mint Delight Flavour ====
The properties of the mint and liquorice flavour of '''Almond Water''' are truly peculiar, as they aren’t found in any other kind of '''Almond Water''' with the only exception being ''Super Almond Water''
The effect makes one extremely brave, which isn't particularly useful, with only a few exceptions and extremely specific situations.
The Mint Delight Flavour of '''Almond Water''' tastes extremely bitter, with a strong taste of liquorice and a mint-y aftertaste, described as ''"The worst thing I’ve ever tasted"'' by a lot of wanderers, described as tasting worse than [[Liquid Pain]] by those who survived contact with said Object
==== Spoiled Almond water ====
When '''Almond Water''' has been opened and left out in a lukewarm spot, it will likely spoil. Upon spoilage, the effects will invert. For example; Originally, the Rose Water Bliss flavour makes one calm and decisive, if the flavour spoils, it will make one paranoid and indecisive
To prevent spoilage, keep your '''Almond Water''' sealed shut, as then it is incapable of spoiling. If an instance of '''Almond Water''' is open, keep it in a cold place, enough to make it not freeze, as '''Almond Water''' needs a lot of time to defrost.
==== Super Almond Water ====
Super Almond Water is an extremely hard-to-find type of '''Almond Water''', its properties are all the properties of every other flavour of '''Almond Water''' combined and amplified.
Super Almond Water has the same filling properties of [[Object 6|Moth Jelly]].
It cannot spoil and has an orange colour. Super Almond Water can only be found on certain levels.
Super Almond Water tastes like the consumers favourite drink, and has a similar scent of the wanderer’s home in [[the Frontrooms]].
== Locations ==
'''Almond Water''' can be found almost everywhere in the Backrooms, except for some few levels like [[Level 0]] that are completely barren of resources.
Not all kinds of '''Almond Water''' are drinkable, depending if a wanderer finds it in a can or finds it inside a puddle. If a wanderer has no '''Almond Water''' left and can only drink it from the body of water they came across, it is best to first check the surroundings of the level the body of water was found.
Another thing to keep in mind is the [[Hydrolitis Plague]], as contact with infected bodies of '''Almond Water''' may be lethal.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Beaconhair2226|Beaconhair2226]]
[https://packagingoftheworld.com/2013/09/victorias-kitchen-almond-water.html Packaging of the World] - Almond2 Image, [https://www.bevnet.com/brands/victoriaskitchen/almond%20water BevNet.com] - Almond 1 Image
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
834223493d24a3028b2a80ce83e04cde95f3b10e
Object 2
0
36
403
241
2024-05-23T18:39:07Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level Keys"}}
'''{{UR Class +1|uses=Staple Usefulness|safety = +|ubiquity = 0.5}}
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a [[Phenomenon 34]].
[[Phenomenon 34]] is a very rare phenomenon that can happen randomly; [[Phenomenon 34]] is very unpredictable, and if one suspects it is affect an area of a level they're inhabiting, it is best to relocate to a different level. The last recorded occurrence of [[Phenomenon 34]] happening was on the 20th of February, 2013, when a piece of [[Level 21]] broke off and fell into [[Level 17]].
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in [[Level 37]] due to him getting infected by the [[Hydrolitis Plague]]
**The Level key in Ethan's possession was left and lost inside of Ethan's base on [[Level 137]]
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas' possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in [[Level 5]]'s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels [[Level 37|37]] and [[Level 58|58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key's respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key's from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key's respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key's have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level's key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3's key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from Phenomenon 34. As well as Level 0's key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key's owner, the Level Key was left and lost inside of Ethan's base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander's companions on the 4th of January, 2017.
* [[Level 37]]
** Level 37's Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37's pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58's Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of [[Level 3]]'s, [[Level 4|4]]'s and [[Level 21|21]]'s keys.
[[File:Level keys.png|center|right|A artist's illustration of the Level Keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[User:Xboy1|Xboy1]], [[User:Beaconhair2226|Beaconhair2226]] and [[User:GogurteGuy|GogurteGuy]].
Level 0 image by Gogurte
Level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
b9baa8c0ece764c310c3571462fabe714f65d0f2
Object 11
0
125
407
406
2024-05-23T18:45:04Z
Beaconhair2226
12
wikitext
text/x-wiki
{{UR Class -1|safety=-|ubiquity=1|uses=Harmful|}}
[[File:135px-Manganese violet.png|thumb|center|A sample of '''Blackfire Powder''' stored in a small container]]
== Description ==
'''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, lavender-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the proper equipment to store and transport it, as it will most likely lead to major injuring or even death of one or more members of a group. When ignited, it burns in a Black flame, hence its name.
[[File:Blackfireore.png|thumb|center|An image of an unrefined piece of '''Blackfire Mineral''' at a M.E.G refining outpost on [[Level 813]]]]
== Properties ==
'''Blackfire Powder''' is an extremely unstable resource both in its powder form and its mineral form, as it will ignite and/or explode if certain ambiental conditions aren’t met. As stated before, wanderers that lack reliable ways to maintain the temperature of '''Blackfire Powder''' must not attempt to extract it from its source level due to the high risk this poses. '''Blackfire Powder''' is often compared to Gunpowder from the Frontrooms due to the similar applications it has, being used by the bigger groups of the Backrooms such as the M.E.G. or the B.N.T.G. to manufacture weaponry and ammunition in order to defend themselves from Entities or hostile wanderer groups. The mineral form seems to have an extremely high melting point (around 4172°F/2300°C). The resulting metal is very brittle and heavy, with very poor malleability. Due to this, the creation of '''Blackfire Metal''' has been deemed inefficient and a waste of resources.
Both '''Blackfire Powder''' and '''Blackfire Mineral''' have an anomalous property; The material, if not stored properly, will ignite or even explode if it reaches ambient temperature (Around 68°F - 77°F/20°C - 25°C). The mineral form is even more unstable and can trigger with less regular temperatures (60°F - 82°F/15°C - 29°C). Due to this property, '''Blackfire Powder''' can only be found on levels that possess extreme temperatures, although it doesn’t matter if the temperature is freezing cold or boiling hot. This makes the material very hard to obtain since most of the time the mineral form needs to be processed in the same level it was extracted from, due to the higher instability it has compared to the powder form. The processing method consists of crushing the mineral and filtering the useless pieces, which are yellow-ish white colored, of an unidentified material with no current uses. Blackfire Powder is stored in temperature insulating containers, such as insulated cans, bottles and thermoses. As a result of the peculiar conditions this material requires to ignite, the black fire produced when it burns is not harmful, and is warm to the touch, not hot enough to cause any kind of injury. The real danger '''Blackfire Powder''' poses are the explosions caused by more abrupt temperature changes. They are extremely loud, often causing damage to the eardrum or even long-term deafening in more severe cases. They are also very bright, and when triggered in large quantities they can even create shockwaves strong enough to damage tissue and bones.
== Usage ==
'''Blackfire Powder''' is used in the creation of weapons and explosives. This includes: Ammunition, Grenades (Which also double for flashbangs), Dynamite (for quarrying/mining purposes), Flares, and Artillery Shells. Due to its special properties revolving around temperature, it also has potential to be used in minuscule quantities to create thermometers and barometers, although this is in an experimental phase, being actively researched in collaboration of the M.E.G. and B.N.T.G.
== Location ==
'''Blackfire Mineral''' can be found scarcely in levels where the temperatures are extremely hot or cold. This includes [[Level 813]] (The main source of '''Blackfire Mineral''') where it can be found under frozen lakes, the lower layers of [[Level 7]], areas close to the Sun on [[Level 24]], among others. It is to be noted that stashes of '''Blackfire Powder''' have been found stored in [[Level 21]] and the hotter areas of [[Level 2]]. Whether they were brought here by wanderers or if they originated on these levels remains unclear.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utilitiy]]
9ac7b36aa517496af816502031d7df41f78fc8d9
408
407
2024-05-23T18:46:20Z
Xboy1
2
wikitext
text/x-wiki
{{UR Class -1|safety=-|ubiquity=1|uses=Harmful|}}
[[File:135px-Manganese violet.png|thumb|center|A sample of '''Blackfire Powder''' stored in a small container]]
== Description ==
'''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, lavender-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the proper equipment to store and transport it, as it will most likely lead to major injuring or even death of one or more members of a group. When ignited, it burns in a Black flame, hence its name.
[[File:Blackfireore.png|thumb|center|An image of an unrefined piece of '''Blackfire Mineral''' at a M.E.G refining outpost on [[Level 813]]]]
== Properties ==
'''Blackfire Powder''' is an extremely unstable resource both in its powder form and its mineral form, as it will ignite and/or explode if certain ambiental conditions aren’t met. As stated before, wanderers that lack reliable ways to maintain the temperature of '''Blackfire Powder''' must not attempt to extract it from its source level due to the high risk this poses. '''Blackfire Powder''' is often compared to gunpowder from [[the Frontrooms]] due to the similar applications it has, being used by the bigger groups of the Backrooms such as [[the M.E.G.]] or [[the B.N.T.G.]] to manufacture weaponry and ammunition in order to defend themselves from Entities or hostile wanderer groups. The mineral form seems to have an extremely high melting point (around 4172°F/2300°C). The resulting metal is very brittle and heavy, with very poor malleability. Due to this, the creation of '''Blackfire Metal''' has been deemed inefficient and a waste of resources.
Both '''Blackfire Powder''' and '''Blackfire Mineral''' have an anomalous property; The material, if not stored properly, will ignite or even explode if it reaches ambient temperature (Around 68°F - 77°F/20°C - 25°C). The mineral form is even more unstable and can trigger with less regular temperatures (60°F - 82°F/15°C - 29°C). Due to this property, '''Blackfire Powder''' can only be found on levels that possess extreme temperatures, although it doesn’t matter if the temperature is freezing cold or boiling hot. This makes the material very hard to obtain since most of the time the mineral form needs to be processed in the same level it was extracted from, due to the higher instability it has compared to the powder form. The processing method consists of crushing the mineral and filtering the useless pieces, which are yellow-ish white colored, of an unidentified material with no current uses. '''Blackfire Powder''' is stored in temperature insulating containers, such as insulated cans, bottles and thermoses. As a result of the peculiar conditions this material requires to ignite, the black fire produced when it burns is not harmful, and is warm to the touch, not hot enough to cause any kind of injury. The real danger '''Blackfire Powder''' poses are the explosions caused by more abrupt temperature changes. They are extremely loud, often causing damage to the eardrum or even long-term deafening in more severe cases. They are also very bright, and when triggered in large quantities they can even create shockwaves strong enough to damage tissue and bones.
== Usage ==
'''Blackfire Powder''' is used in the creation of weapons and explosives. This includes: ammunition, grenades (Which also double for flashbangs), dynamite (for quarrying/mining purposes), flares, and artillery shells. Due to its special properties revolving around temperature, it also has potential to be used in minuscule quantities to create thermometers and barometers, although this is in an experimental phase, being actively researched in collaboration of [[the M.E.G.]] and [[the B.N.T.G.|B.N.T.G.]]
== Location ==
'''Blackfire Mineral''' can be found scarcely in levels where the temperatures are extremely hot or cold. This includes [[Level 813]] (The main source of '''Blackfire Mineral''') where it can be found under frozen lakes, the lower layers of [[Level 7]], areas close to the Sun on [[Level 24]], among others. It is to be noted that stashes of '''Blackfire Powder''' have been found stored in [[Level 21]] and the hotter areas of [[Level 2]]. Whether they were brought here by wanderers or if they originated on these levels remains unclear.
[[Category:Backrooms]] [[Category:Utility]] [[Category:Object]]
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
4bd438f72ee3dc23d92bdfb9e1521525feab6e51
412
408
2024-05-23T18:58:24Z
KKMidgardKk
8
KKMidgardKk moved page [[User:KKMidgardKk/Sandbox/Blackfire Powder]] to [[Object 11]]
wikitext
text/x-wiki
{{UR Class -1|safety=-|ubiquity=1|uses=Harmful|}}
[[File:135px-Manganese violet.png|thumb|center|A sample of '''Blackfire Powder''' stored in a small container]]
== Description ==
'''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, lavender-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the proper equipment to store and transport it, as it will most likely lead to major injuring or even death of one or more members of a group. When ignited, it burns in a Black flame, hence its name.
[[File:Blackfireore.png|thumb|center|An image of an unrefined piece of '''Blackfire Mineral''' at a M.E.G refining outpost on [[Level 813]]]]
== Properties ==
'''Blackfire Powder''' is an extremely unstable resource both in its powder form and its mineral form, as it will ignite and/or explode if certain ambiental conditions aren’t met. As stated before, wanderers that lack reliable ways to maintain the temperature of '''Blackfire Powder''' must not attempt to extract it from its source level due to the high risk this poses. '''Blackfire Powder''' is often compared to gunpowder from [[the Frontrooms]] due to the similar applications it has, being used by the bigger groups of the Backrooms such as [[the M.E.G.]] or [[the B.N.T.G.]] to manufacture weaponry and ammunition in order to defend themselves from Entities or hostile wanderer groups. The mineral form seems to have an extremely high melting point (around 4172°F/2300°C). The resulting metal is very brittle and heavy, with very poor malleability. Due to this, the creation of '''Blackfire Metal''' has been deemed inefficient and a waste of resources.
Both '''Blackfire Powder''' and '''Blackfire Mineral''' have an anomalous property; The material, if not stored properly, will ignite or even explode if it reaches ambient temperature (Around 68°F - 77°F/20°C - 25°C). The mineral form is even more unstable and can trigger with less regular temperatures (60°F - 82°F/15°C - 29°C). Due to this property, '''Blackfire Powder''' can only be found on levels that possess extreme temperatures, although it doesn’t matter if the temperature is freezing cold or boiling hot. This makes the material very hard to obtain since most of the time the mineral form needs to be processed in the same level it was extracted from, due to the higher instability it has compared to the powder form. The processing method consists of crushing the mineral and filtering the useless pieces, which are yellow-ish white colored, of an unidentified material with no current uses. '''Blackfire Powder''' is stored in temperature insulating containers, such as insulated cans, bottles and thermoses. As a result of the peculiar conditions this material requires to ignite, the black fire produced when it burns is not harmful, and is warm to the touch, not hot enough to cause any kind of injury. The real danger '''Blackfire Powder''' poses are the explosions caused by more abrupt temperature changes. They are extremely loud, often causing damage to the eardrum or even long-term deafening in more severe cases. They are also very bright, and when triggered in large quantities they can even create shockwaves strong enough to damage tissue and bones.
== Usage ==
'''Blackfire Powder''' is used in the creation of weapons and explosives. This includes: ammunition, grenades (Which also double for flashbangs), dynamite (for quarrying/mining purposes), flares, and artillery shells. Due to its special properties revolving around temperature, it also has potential to be used in minuscule quantities to create thermometers and barometers, although this is in an experimental phase, being actively researched in collaboration of [[the M.E.G.]] and [[the B.N.T.G.|B.N.T.G.]]
== Location ==
'''Blackfire Mineral''' can be found scarcely in levels where the temperatures are extremely hot or cold. This includes [[Level 813]] (The main source of '''Blackfire Mineral''') where it can be found under frozen lakes, the lower layers of [[Level 7]], areas close to the Sun on [[Level 24]], among others. It is to be noted that stashes of '''Blackfire Powder''' have been found stored in [[Level 21]] and the hotter areas of [[Level 2]]. Whether they were brought here by wanderers or if they originated on these levels remains unclear.
[[Category:Backrooms]] [[Category:Utility]] [[Category:Object]]
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
4bd438f72ee3dc23d92bdfb9e1521525feab6e51
Object 2
0
36
409
403
2024-05-23T18:46:52Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level Keys"}}
'''{{UR Class +1|uses=Staple Usefulness|safety = +|ubiquity = 0.5}}
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a [[Phenomenon 34]].
[[Phenomenon 34]] is a very rare phenomenon that can happen randomly; [[Phenomenon 34]] is very unpredictable, and if one suspects it is affect an area of a level they're inhabiting, it is best to relocate to a different level. The last recorded occurrence of [[Phenomenon 34]] happening was on the 20th of February, 2013, when a piece of [[Level 21]] broke off and fell into [[Level 17]].
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in [[Level 37]] due to him getting infected by the [[Hydrolitis Plague]]
**The Level key in Ethan's possession was left and lost inside of Ethan's base on [[Level 137]]
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas' possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in [[Level 5]]'s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels [[Level 37|37]] and [[Level 58|58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key's respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key's from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key's respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key's have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level's key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3's key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from Phenomenon 34. As well as Level 0's key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key's owner, the Level Key was left and lost inside of Ethan's base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander's companions on the 4th of January, 2017.
* [[Level 37]]
** Level 37's Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37's pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58's Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of [[Level 3]]'s, [[Level 4|4]]'s and [[Level 21|21]]'s keys.
[[File:Level keys.png|center|right|A artist's illustration of the Level Keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[User:Xboy1|Xboy1]], [[User:Beaconhair2226|Beaconhair2226]] and [[User:GogurteGuy|GogurteGuy]].
Level 0 image by Gogurte
Level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utilitiy]]
15daeadd0bec4bb130192b62b943f123702e5c61
410
409
2024-05-23T18:48:14Z
Beaconhair2226
12
wikitext
text/x-wiki
{{DISPLAYTITLE:Object 2: "Level Keys"}}
'''{{UR Class +1|uses=Staple Usefulness|safety = +|ubiquity = 0.5}}
== Description ==
[[File:Level 0 key.png|thumb|right|An artist illustration of the [[Level 0]] key]]
'''Level Keys''' are incredibly rare objects with only a select few wanderers obtaining one. Level Keys take the shape of a small key, about the size of a thumb, the appearance of the keys differs depending on what Level they broke off from.
The '''Level Keys''' are the consequence of a [[Phenomenon 34]].
[[Phenomenon 34]] is a very rare phenomenon that can happen randomly; [[Phenomenon 34]] is very unpredictable, and if one suspects it is affect an area of a level they're inhabiting, it is best to relocate to a different level. The last recorded occurrence of [[Phenomenon 34]] happening was on the 20th of February, 2013, when a piece of [[Level 21]] broke off and fell into [[Level 17]].
Wanderers that are known to have gotten a '''Level Key''' are:
*Ethan Thompson
** Found the Level Key of [[Level 4]]
** Died in [[Level 37]] due to him getting infected by the [[Hydrolitis Plague]]
**The Level key in Ethan's possession was left and lost inside of Ethan's base on [[Level 137]]
* Lucas Rodriguez
** Found the Level Key of [[Level 3]]
** Presumed Dead after vanishing
** The Level Key in Lucas' possession is now in M.E.G. Base Gamma
* John Doe [Anonymous]
** Found the Level Key of [[Level 0]]
** Location and name unknown
** Last seen in [[Level 5]]'s Beverly room
* Alexander Wilson
** Owns the Level Key of [[Level 21]]
** Since 2018 he has become a M.E.G researcher
** Lives and works in the M.E.G Grassrooms Colony
*The wanderers who own the Keys of Levels [[Level 37|37]] and [[Level 58|58]] are unknown.
== Properties ==
The '''Level Keys''' are known for both having two forms, the unstable one and the stable, and being able to create a one way no-clip zone towards their level, however, the chance it works depends on the state of the Level Key. The no-clip zone only works for the person who created the zone. it is impossible to destroy one.
=== Unstable ===
Unstable '''Level Keys''' are keys that have been created and never re-connected with their respective level.
These keys are, as the name says, unstable. Glitches can be seen around them, and those who have them will start to see hallucinations of the key's respective level, however, these hallucinations are mostly harmless.
Hallucinations known to happen are:
* Auditory ones
* Seeing the level at the corner of the eyes.
Unstable '''Level Keys''' have a very small chance of being able to properly create a No-Clip Zone, basically making them useless.
=== Stable ===
A stabilized '''Level Key''', compared with its unstable form, will always be able to create the no-clip zone towards its level, making it very useful depending on the level the key is from. Since key's from dangerous levels such as the Hive could be rendered useless, since they would only take the user to somewhere dangerous, however, it's very probable that '''Level Keys''' from dangerous levels are still unstable.
Stable Level Keys are rarer than Unstable '''Level Keys''' because they need the help of a wanderer to stabilize, differently from their Unstable counterpart, these keys do not have glitches and don't cause hallucinations.
=== Stabilizing Process ===
The process of stabilizing a '''Level Key''' is simple to understand, yet hard to replicate.
Firstly, the wanderer must have an unstable '''Level Key''' and identify what level it belongs to. After the key's respective level is identified, the wanderer, carrying the '''Level Key''' along with them, must make their way to their corresponding level. Once the key and the wanderer are on the level, the '''Level Key''' will immediately start stabilizing, the process usually takes from 4 hours to an entire day.
== Locations ==
The exact location of any '''Level Key''' is unknown due to how Phenomenon 34 plays out, only some Level Key's have been cataloged, but it is theorized there are many others from different levels out there.
The following Levels in this list have been cataloged to have level key variants:
* [[Level 0]]
** This level's key is observed with a yellow base with the same texture as the walls of Level 0; however, it is made of an unidentified material. The decorated patterns on this key are in a deeper yellow. In the loop of the key, an image with no recorded tangibility shows a look into Level 0.
** The location of this key is in the possession of an unknown wanderer. This wanderer was last seen in the Beverly Room of Level 5.
* [[Level 3]]
** On the surface, this key has a dark red appearance that seems to mimic the brick walls of parts of Level 3, but has the same material as all the other keys. Additionally, many cracks and dents are found in Level 3's key that reveal the inside of the key. Glitches can be seen in these cracks that are predicted to result from Phenomenon 34. As well as Level 0's key, this one also has an image depicting Level 3; this is also unable to be touched.
** The location of this key was in the possession of wanderer Lucas Rodriguez until that wanderer vanished; he is presumed dead. The key can now be found in M.E.G. Base Gamma
* [[Level 4]]
** Along with the aforementioned keys, this one shows similarities to its level. The key is shaped in a smooth, voxel shape with the same texture as the wooden tables and furnishings in the office spaces of Level 4; this wood being white. As a result of its location, this key is relatively well kept and in good condition. The loop of this key also shows an image of Level 4.
** Due to the death of the key's owner, the Level Key was left and lost inside of Ethan's base on Level 137. Some people have found it, however.
* [[Level 21]]
** The Level Key of Level 21 is the most recently found key; this key looks as if it's made from plain, white concrete. Small windows can be found on the key, the windows seem to have bulletproof casing. On the key handle, a picture of the wanderer holding it appears, if the wanderer dies while holding it, the picture of the wanderer is completely blanked out, this information was tested on a faceling found in Level 3.
** The key is owned by Alexander Wilson, it is kept inside of his room in the M.E.G. Grassrooms Colony, it was found on Level 17 by one of Alexander's companions on the 4th of January, 2017.
* [[Level 37]]
** Level 37's Level Key looks like a poorly rendered 3D Model designed on a computer with the same properties and texture of Level 37's pool tiles.
The owner of this key is unknown.
* [[Level 58]]
** Level 58's Level Key looks to be made from a rigid, rocky surface. Small amounts of iron, gold, and diamonds can be seen sticking out from the key.
The owner of this key is unknown.
== Artist Illustrations ==
The following drawing is a illustration of [[Level 3]]'s, [[Level 4|4]]'s and [[Level 21|21]]'s keys.
[[File:Level keys.png|center|right|A artist's illustration of the Level Keys.]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]], [[User:Xboy1|Xboy1]], [[User:Beaconhair2226|Beaconhair2226]] and [[User:GogurteGuy|GogurteGuy]].
Level 0 image by Gogurte
Level 3,4 and 21 image by beacon.
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
b9baa8c0ece764c310c3571462fabe714f65d0f2
User:KKMidgardKk
2
2
411
228
2024-05-23T18:56:10Z
KKMidgardKk
8
wikitext
text/x-wiki
Newbie writer that has no idea how to use wiki coding or whatever it's called :D
'''PAGES I HAVE WRITTEN SO FAR:'''
[[Object 11|Object 11 (Blackfire Powder)]]
7739d1fdffad10664eeacfd1f9a005981f58139e
User:KKMidgardKk/Sandbox/Blackfire Powder
2
127
413
2024-05-23T18:58:24Z
KKMidgardKk
8
KKMidgardKk moved page [[User:KKMidgardKk/Sandbox/Blackfire Powder]] to [[Object 11]]
wikitext
text/x-wiki
#REDIRECT [[Object 11]]
5847579a5027d22dc379d6ee106bb2ff8fdf3111
Level 9223372036854775807
0
128
414
2024-05-23T21:20:48Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Level 9223372036854775807: "Finale"}} <big><big>NOTICE: This port is WIP!</big></big> {{Class Undetermined|environment=2/5? - Scarce Information|exit=5/5 - Dead End|creature=0/5? Anomalous Properties}} <center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''“After wandering in the Backrooms for God knows how long, you have finally reached the final level. The e..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 9223372036854775807: "Finale"}}
<big><big>NOTICE: This port is WIP!</big></big>
{{Class Undetermined|environment=2/5? - Scarce Information|exit=5/5 - Dead End|creature=0/5? Anomalous Properties}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''“After wandering in the Backrooms for God knows how long, you have finally reached the final level. The end of everything, the furthest any man can go. The end of the Backrooms.”
“But, there’s nothing here but a staircase. A lonely staircase in an endless, empty void. Is this all there is at the end of this wretched place? It can’t be. You must explore more. There’s only one way to go, and that’s up.”
“You ascend the staircase thinking to yourself that there has to be something here. This is the final level, after all. There has to be an exit, a way back home, any kind of reward at all. There just has to be something, right?”
“Right?”''
</div></center></big><br>
[[File:Level 9223372036854775807.png|thumb|The End.]]
Level 9223372036854775807 is the final level of the Backrooms. 9,223,372,036,854,775,807 is the signed 64-bit integer limit on a computer.
==Description==
Level 9223372036854775807 consists of a seemingly endless spiral staircase surrounded by walls. At the bottom of the staircase lies the entrance to the level, which contains a room 15 by 15 feet in size. Ascending the staircase at the center will cause the room to suddenly disappear, with the staircase expanding infinitely downward to fill the space. The entire structure of the level is made out of the same wooden material, and this wood is completely indestructible.
Level 9223372036854775807 has a strange effect that makes everything appear to be grayscale. This anomaly even persists in pictures taken of the level. The effect is purely an illusion, though; objects actually still retain their true color. There is a gentle wind present throughout the entire level. This wind causes the level to be slightly cold, with temperatures fluctuating at an average of about 61° Fahrenheit, or 16° Celsius. Other strange, unidentifiable noises may be heard echoing through the level, and they are often described simply as “unnerving.”
The entire level is suspended in an empty void completely devoid of color. The brain tries to come up with colors to comprehend it, making it look mostly white with hints of black and gray. Staring at this void for too long can cause severe headaches and rotting of the brain, eventually leading to death. The air pressure is extremely high, leading to strong winds and the destruction of anything that is put in the void for too long. About every 40 steps, there are circular openings in the wall that reveal this void. The void is extremely bright and provides the only source of light in the level.
A picture of the void located outside of the level taken with a drone. Note the camera distortions caused by the sheer instability of this area.
An anomalous property of Level 9223372036854775807 is the absence of a strong gravitational pull. This absence will make a wanderer unable to feel their weight, allowing them to ascend the staircase forever.
Another anomaly of Level 9223372036854775807 is the inner destruction of electronic equipment, seemingly happening from the 428th step of the staircase. Why this happens is completely unknown. It is thought that the level destroys human technology to prevent further documentation of itself. For an unknown reason, this does not seem to happen with handheld receivers. This allows us to document the entire level, even without direct photos or videos.
After a while of walking up the staircase, a door may appear. This door appears randomly, although it is mostly at the 10,000th step on average. Behind this door lies a room with nothing but ink writing on the front wall. The writing reads, “THE END.” People have tried looking for more in this room or have tried looking for anything else higher up the staircase, but there has been nothing else of note. No exits have been found from the level, and nobody who has entered has ever come back out. The level is a complete dead end. It truly is The End.
==Entities==
Level 9223372036854775807 is devoid of any inhuman life.
==Colonies and Outposts==
Due to the lack of resources, inhabiting Level 9223372036854775807 is not possible.
==Entrances and Exits==
===Entrances===
*Entrances to Level 9223372036854775807 usually appear at random all throughout the Backrooms, and no one has ever been able to use the same entrance twice. These entrances are also extremely rare, and there have only been a few recorded times that they have worked. Any consistent or reliable entrances to this level have not been found.
*Level 9223372036854775807 is also known to be entered from The End in some way, although the specifics of how to get to it is unknown. Wanderers who successfully enter the level through The End forget most of the details when they are asked, and any little information they can give seems to be inconsistent and contradict with what other wanderers have told.
===Exits===
*Many people have given hypotheses on how to exit this mysterious level. Some believe the exit lies in the room behind the door; others believe that the void outside of the level could lead to an exit. Some have even proposed that continuing to ascend the staircase will lead to the Frontrooms after a very long time. However, none of these theses have much supporting evidence. It is likely that wanderers make these things up to try to find meaning in this level. It leaves them wanting more; they feel as if there has to be something more for the final level. But, after all this time, no exit has been found. Wanderers who come here are doomed to stay here for the rest of their days. They will live here, and they will die here. This is where they will say their last words, have their last thoughts, and take their last breath. The end of the Backrooms, the end of them, the end of everything. This is the end.
----
{{Author|[[User:Xboy1|Xboy1]] & [[User:Haxord|Haxord]]}}
<big><center><< [[The Grave|NO TURNING BACK]] | <b>{{PAGENAME}}</b> | [[Level Infinity|NOTHING FURTHER]] >></center></big>
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Enigmatic Level]]
41bfe340d9029daa1614234407bc3f2e2d59ae57
Entity List
0
32
415
399
2024-05-24T11:24:22Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
<span style="color: orange">↪</span> Entity 3.1 - "Rattlers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
Entity 832 - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
2194fe46e2bea9d8976234f9a2d14f0846923a8e
Level 8
0
126
416
401
2024-05-24T11:33:20Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Object 1]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
fee0ae40fb3b9058210a4097b93b2857895bf9bc
417
416
2024-05-24T11:33:49Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
87620f998eb75bfcfaa2b9915c2bc4b24408d0fd
419
417
2024-05-24T11:39:55Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
1aed8d9a9252280d9861bf908cd77d079f1aa9f7
421
419
2024-05-24T11:41:39Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft]]
b735268bfe9b3276a5f660dec1eb192a701a0362
422
421
2024-05-24T11:43:37Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
3b7173a34677f958f4e928ba732b3d4edfdd6997
424
422
2024-05-24T11:45:25Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
c09f0d0586640f237e05c0a1ae3d3bfe58d397d8
425
424
2024-05-24T11:45:47Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
0fb841964abdcbd96ca622aeb10516ca668338d6
426
425
2024-05-24T12:04:01Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
24795c4f133a594a9ab164d7e95bd62a433f2a05
427
426
2024-05-24T12:07:16Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
a04b5a85fced58b9520adcb23ef2ac95f37e533c
428
427
2024-05-24T12:12:00Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
2bbf4db535e9c07a7dad65b316c19ff77a50382b
443
428
2024-05-24T17:10:31Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
----
{{Author|[[User:Haxord|Haxord]]}}
{{Redirect|prev=Level 7|next=Level 9}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]] [[Category:Dangerous]]
6351a3ab95b190aa5032d795191080f77b0de752
File:Level 8.jpg
6
129
418
2024-05-24T11:39:18Z
Haxord
18
wikitext
text/x-wiki
Level 8
0d4aa17709cbeb535d2fa3e0b451079dc20ec892
File:The Mineshaft.jpg
6
130
420
2024-05-24T11:41:30Z
Haxord
18
wikitext
text/x-wiki
The Mineshaft
0176c773297cd411df9f9adc0b84551d1d89ecb3
File:Room.jpg
6
131
423
2024-05-24T11:44:59Z
Haxord
18
wikitext
text/x-wiki
Room
90e2fca9e9906b8390346daa20885b3a71a7a70e
File:The Hive.jpg
6
132
429
2024-05-24T12:24:12Z
Haxord
18
wikitext
text/x-wiki
The Hive
9839cb69e1f158b248ce290ca29f0cb1d7cd3f6c
The Hive
0
133
430
2024-05-24T12:25:28Z
Haxord
18
Created page with "{{DISPLAYTITLE:The Hive}} {{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Infestation}} [[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]] ==Description== The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems..."
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Infestation}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Hounds]], around 17 Fungus [[Crawlers]], 3 male [[Deathmoths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
a217b91f3247307b013f4d74045c2e83b5bdb619
431
430
2024-05-24T12:26:50Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Infestation}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Deathmoths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
03abeb5cb85c0070ba7ce12b5eb9842f9b05621b
432
431
2024-05-24T12:32:49Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Infestation}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
7d9194c97817a9dba7cf7463dd3e8a71ae10fb52
434
432
2024-05-24T12:36:12Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[6]].
918- Fortunately, entrance to 6 should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
8ed7c379137fe34ffe547ca22f34eb622d50fec6
435
434
2024-05-24T12:36:58Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
de3175739a1e81817311e8e59ecb24d4495db17a
436
435
2024-05-24T12:37:41Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
'After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely alive gap that seemed to have no end.'
dbdfb6f423accb74f3ca5848a0221cfb2b502d60
438
436
2024-05-24T12:39:44Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
'After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.'
19d6600b2334827d6f949cd311fc8a7892291e44
439
438
2024-05-24T12:40:01Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
df0fe02fbdda049831e60375585e6d4a532b777e
440
439
2024-05-24T12:44:54Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and keeps walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
0e39c47e440f7bd76d7cc3887ee636a8ce8a787b
441
440
2024-05-24T12:45:41Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and keeps walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
cead064c778c5dcd607fabb791261334d754073f
442
441
2024-05-24T12:50:03Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
7c594a7f284b97768e5375f44cf77d01bf1db30d
445
442
2024-05-24T17:30:52Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
{{Author|Haxord|image licensing}}
37e3f2d8e928b800a0b0304902e55470ab68e2d4
446
445
2024-05-24T17:32:49Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
{{Author|Haxord|The Hive : The Backrooms Fandom | The Entrance : r/backrooms u/TheCasualPlebian}}
a44bf33ca3fd4ed9ec7fbe38ea94b479d039669c
447
446
2024-05-24T17:33:51Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
{{Author|[[Haxord]]|The Hive : The Backrooms Fandom | The Entrance : r/backrooms u/TheCasualPlebian}}
eaee9f859600ab55682e9125f4dfd71d068c8d96
448
447
2024-05-24T17:34:45Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
{{Author|[[Haxord]]|The Hive : The Backrooms Fandom
The Entrance : r/backrooms u/TheCasualPlebian}}
44aa718c2ba7e45140ca08d93f3fa21a88c94207
449
448
2024-05-24T17:35:07Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
{{Author|[[Haxord]]|The Hive : The Backrooms Fandom, The Entrance : r/backrooms u/TheCasualPlebian}}
67f32ad7543eaba90b06ac4aba6aaefa7e9a71ba
450
449
2024-05-24T17:40:05Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
{{Author|[[Haxord]]|The Hive : FadingRay Concept Art , The Entrance : r/backrooms u/TheCasualPlebian}}
a2118b38c95b90395014ed8a18a24889940620ba
Level 4
0
82
433
325
2024-05-24T12:34:59Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
b8b8b7a14e035cd566dee47091d3bf376c5e9285
451
433
2024-05-24T17:43:23Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives,}}
6b46af5129496488d176e5ac83c916f6e281a9f6
452
451
2024-05-24T17:45:22Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives, r/backrooms u/[deleted]}}
1146046d0fc9b7905543b678bcd98ed6c3317cb2
453
452
2024-05-24T17:54:10Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives, r/backrooms u/[deleted]},}
54dcb1aede5ca36c53a5d76aea0e2dd69e483af2
454
453
2024-05-24T18:04:15Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives - r/backrooms u/[deleted] - https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D6965tywO9es&psig=AOvVaw35WOwnxYH-Ud64ConX1RsE&ust=1716659709542000&source=images&cd=vfe&opi=89978449&ved=0CBUQ3YkBahcKEwjwl4z37aaGAxUAAAAAHQAAAAAQBA - }}
c4c20abf932521f1bedf985aeed28ca2ab6b0f7d
455
454
2024-05-24T18:09:34Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives - r/backrooms u/[deleted] -
[https://www.youtube.com/watch?v=6965tywO9es Cry Responsibly] }}
03a8fc8f5a2f11e834dd70299a3cab15b36c7c21
456
455
2024-05-24T18:13:21Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives - r/backrooms u/[deleted] - Cry Responsibly (YouTube) }}
592391b4c75be80713f4296ad52b322ee943f3a5
File:The Entrance to The Hive.jpg
6
134
437
2024-05-24T12:39:21Z
Haxord
18
wikitext
text/x-wiki
The Entrance to The Hive
50a7a5e02dfba14773b65ec2937799fb6377bced
Level 5
0
94
444
398
2024-05-24T17:12:48Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]]}}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
8673a344f3887e09e3c67d5b289067763b258fe5
Level 4
0
82
457
456
2024-05-24T18:14:28Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives - r/backrooms u/[deleted] - Cry Responsibly (YouTube) - UX Collective }}
51045cc1ecc3ccbedb2a419dceaf6529c2d98721
458
457
2024-05-24T18:20:51Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives - r/backrooms u/[deleted] - Cry Responsibly (YouTube) - UX Collective - Tamelia-StickDesign - }}
276905a00e08384d3b7438130104c5764d47b2de
459
458
2024-05-24T18:23:07Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives - r/backrooms u/[deleted] - Cry Responsibly (YouTube) - UX Collective - Tamelia-StickDesign - r/LiminalSpace u/TTungsteNN}}
6358bac2a25bb12c9bbf0970f00d58a7fd4fc1d6
460
459
2024-05-24T18:26:02Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[Haxord]]|Liminal Archives - r/backrooms u/[deleted] - Cry Responsibly (YouTube) - UX Collective - Tamelia-StickDesign - r/LiminalSpace u/TTungsteNN - Tumblr liminal-aesthetic}}
e5c430f3e74c3ef78d6a9806fad25c8759bc0db6
Level 5
0
94
461
444
2024-05-24T18:31:50Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]]| Furaffinity-WanderingHallways - }}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
61c6fdf53d830f87a60d59a6d8fee6cc9bb2ac63
462
461
2024-05-24T18:34:31Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]] Furaffinity-WanderingHallways - r/Liminal Space u/Brief_Plenty1444 - }}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
65e64eb17a287bb7ea88e5ad99763138b40ba112
463
462
2024-05-24T18:35:49Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]] Furaffinity-WanderingHallways - r/Liminal Space u/Brief_Plenty1444 - Hotel Old Time - }}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
efc0a686b7c3faa51d8b41ed305f789f86218b9f
464
463
2024-05-24T18:37:32Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]] Furaffinity-WanderingHallways - r/Liminal Space u/Brief_Plenty1444 - Hotel Old Time - Flickr, Joshua Crauswell - }}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
4ebe4a49f26ae6534917bd4860cff264adac80f9
465
464
2024-05-24T18:40:07Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]] Furaffinity-WanderingHallways - r/Liminal Space u/Brief_Plenty1444 - Hotel Old Time - Flickr, Joshua Crauswell - *source not found*}}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
f99da66f6ceb728bdcc2901b3ca3ebae5986305f
471
465
2024-05-24T18:48:00Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]]
Furaffinity-WanderingHallways - r/Liminal Space u/Brief_Plenty1444 - Hotel Old Time - Flickr, Joshua Crauswell - *source not found*}}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
f9713f4f4af25640a157e0938551b99f901e654a
472
471
2024-05-24T18:49:09Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 5: "Terror Hotel"}}
'''"Welcome! Welcome"'''
{{Class 3|environment=3/5 - Mental Hazards|exit=3/5 - Rare Exits|creature=3/5 - Common Entity Appearances}}
Level 5 is the 6th level of [[The Backrooms]].
[[File:The Entrance.jpg|thumb|"The Entrance". Photo presumably taken before the year 2000.]]
[[File:The Halls (2).jpg|thumb|A photo of "The Halls", possibly leading into a [[Entity_4|Death Moths]] hive.]]
[[File:The Rooms.jpg|thumb|An example of a room.]]
==Description - '''"Take a look around!"'''==
Level 5, also known as “Terror Hotel”, or “The Hotel”, takes the appearance of a Victorian-era hotel, seemingly set in the 1930’s. This hotel is decorated with luxurious shrubbery and furniture. Chandeliers on the ceiling and lamps on the walls are the main sources of lighting for the level. Most of the level has carpeted flooring, although the color and design of the carpet varies wildly in different areas. However, most of the time, the carpet is red with a bright yellow design on it. The walls have a similar amount of variation, being either wooden, or a variety of different wallpapers.
Level 5 has a strangely eerie and unsettling feeling to anyone wandering through it. It has effects very similar to Level 0 that make hallucinations common. Many wanderers say they feel like someone is watching them, and they constantly feel the need to look behind them. Sometimes, they hear party chatter coming from a room, only for it to stop when they enter it. Other hallucinations include incoherent speech, tapping on the shoulder, and a group of silhouettes staring at the wanderer.
The moment one enters, they will be met with a rather big room, with a table in the center. This room has been named “The Entrance”. The front doors are locked tight, and attempts to disassemble or break these doors have failed. In the 4 corners of the room, there are various seating areas.
Other than The Entrance, there are many more areas of Level 5. These areas are listed below.
===The Halls - '''"Looking for a Room?"'''===
The Halls are the most memorable area of The Hotel. They consist of long, seemingly endless hallways. These hallways have various doors on their walls. Jazz subtly echoes throughout The Halls, and the music can abruptly change at any time. Paintings are commonly seen on the walls, and they can resemble things like historical figures, other levels, various objects in Level 5, abstract art, or famous paintings from the Frontrooms. There have been many reports that any people in these paintings will stare at nearby wanderers.
The Halls have been proven to be hunting grounds for [[Entity_4|Deathmoths]] and [[Entity_5|Clumps]]. In contrast, they are the most important areas inside The Hotel. The Halls are a cross-section of the entire Hotel’s complex, leading from supply-full rooms to the exit.
===The Rooms - '''"Sit down! Make yourself at home!"'''===
The Rooms are an extension of The Halls. One can be found inside one after entering a door from The Halls. Rooms are depicted to be complete with a king-sized bed, 3 seats, a wardrobe, a drawer, and 2 windows. The windows were suspected to be traps set by Entity 2 (The Windows), but no evidence of death or injury on this level leads back into one of these windows. A room can have supplies inside of it. These range from [[Almond Water]] (~0.7L a room) to [[Object_12|Liquid Pain]] (~19mL a room). Rooms seem to be coated with a strong perfume-like substance. This substance appears to keep away [[Transporters]] that roam the level. The perfume’s negative effects are that it attracts entities like [[Entity_5|Clumps]] and [[Entity_9|Facelings]].
===The Beverly Room - '''“Calm down! Listen to the music!”'''===
The Beverly Room is without a doubt the most safe area in The Hotel. One can enter The Beverly Room randomly while wandering in The Halls. The Beverly Room is completely empty, besides the table and seating area in the center. Wanderers who enter claim that old-timey music suddenly begins to play. Others state that this music helped them find the room. After a while, though, the music will begin to distort. The distorted music will make the wanderer feel very uncomfortable. The doors of which the person entered will be locked shut, preventing any entities from entering. The doors will unlock if a wanderer attempts to exit. For an unknown reason, entities seem to avoid the room. Why this is, is still unknown. The downside of The Beverly Room is that, upon exiting, the room will seal shut. Preventing you from entering again. Due to this, one can only enter The Beverly Room once every time they enter the level.
===The Boiler Room - '''"Sorry! Staff only!"'''===
[[File:The Boiler Room.jpg|thumb|The Boiler Room]]
The Boiler Room is the most dangerous area of The Hotel. This area can be accessed by entering a “Staff Only” door, rarely found in The Halls. Upon opening the door, one will be met with a staircase. This staircase leads to The Boiler Room. The room is flooded with massive oil and gasoline tanks and smaller gasoline bottles. The Boiler Room is home to [[Entity_3|Smilers]], and [[Rattlers]], that have been found in the area.
Exiting The Boiler Room can be challenging. Victims claim to be locked in, while others say that they simply walked out. It is strongly recommended that wanderers take flashlights or other forms of light, as some parts of the boiler room can be completely pitch black. These areas are perfect for [[Entity_3|Smilers]] and [[Rattlers]] to materialize in. Anomalous properties of The Boiler Room include the alliance of Rattlers and Smilers, as the two entities are normally depicted as mortal enemies. One should attempt to minimize the time they spend in The Boiler Room since it is classified as a mental hazard.
If a wanderer is lucky, they will find a maintenance door, which is proven to be the exit of the level.
==Entities - '''"Everyone is welcome!”'''==
The Hotel appears to have rather frequent entity encounters. The main entities that inhabit the level are [[Entity_4|Death Moths]], as they have planted nests all over the level. Other entities include [[Entity_5|Clumps]], [[Entity_10|Skin Stealers]], [[Entity_3|Smilers]], and [[Rattlers]]. Please note that [[Entity_3|Smilers]] and [[Rattlers]] only appear in The Boiler Room.
===The Beast of Level 5 - '''"How Offensive!"'''===
[[File:The Beast Of Level 5.jpg|thumb|A painting of "The Beast", drawn by a wanderer that came in contact with the entity.]]
The Beast of Level 5 is an entity special to Level 5. This entity cannot be found inside any other level.
The Beast is depicted as a humanoid blue octopus wearing a suit. The Beast has only been documented by people who have wandered The Hotel for more than 3 days. The Beast seemingly has the personality traits of a human, even having the ability to speak fluent British English. During The Beast’s discovery, the entity overheard the fact that it was being called a “Beast”. This ultimately offended the entity, leading it to suggest the name “Gentlemen of Level 5”. If one happens to be caught by The Beast, they will be transported to [[Level 666]] or one of the Main Nine levels. This includes [[Level 8]], though on rare occasions.
==Colonies and Outposts - '''"Stay Here! With us!"'''==
===M.E.G. Base Epsilon===
A relatively small outpost. This Outpost houses under 75 wanderers with ~10 guards to protect them. Members of the colony are inhospitable and unwilling to trade. This base is located around half a mile from The Entrance. Base Epsilon is unsafe, as entity raids and encounters happen often. Entity raids are usually done by a large group of female [[Entity 4|Death Moths]].
===Homely Hotel===
A group of 30 wanderers. The group is hospitable and willing to trade. The goal of “Homely Hotel” is to provide all wanderers with food, water, company, and shelter. The group wanders around Level 5, armed with baseball bats and knives, helping wanderers with anything they need.
==Entrances and Exits - '''"Leaving so soon?"'''==
===Entrances===
*Finding a well-decorated door on [[Level 4]] and entering it will send you here.
*Entering a fancy hotel building on [[Level 9]] will lead one here
*Entering "Gate 5" on [[Level 36]] will send you here.
===Exits===
*Going through the exit door and descending the flight of stairs will provide entry to [[Level 6]].
*Getting caught by The Beast will lead to [[Level 666]] or one of the main 9 levels.
----
{{Author|[[User:Haxord|Haxord]] & [[User:Xboy1|Xboy1]]|Furaffinity-WanderingHallways - r/Liminal Space u/Brief_Plenty1444 - Hotel Old Time - Flickr, Joshua Crauswell - *source not found*}}
{{Redirect|prev=Level 4|next=Level 6}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
41f77807f50a9d5a241448c7f49e311a46d26aa6
Level 8
0
126
466
443
2024-05-24T18:44:29Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
----
{{Author|[[User:Haxord|Haxord]] }}
{{Redirect|prev=Level 7|next=Level 9}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]] [[Category:Dangerous]]
8d5e0ebea8536c7355501ed1f07e3a435599b4dc
467
466
2024-05-24T18:45:32Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
----
{{Author|[[User:Haxord|Haxord]] r/backrooms u/lyrical_liminal - }}
{{Redirect|prev=Level 7|next=Level 9}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]] [[Category:Dangerous]]
f450d520aef5fd66fced7101a78ef5deae98fb5b
468
467
2024-05-24T18:46:09Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
----
{{Author|[[User:Haxord|Haxord]]
r/backrooms u/lyrical_liminal - }}
{{Redirect|prev=Level 7|next=Level 9}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]] [[Category:Dangerous]]
c9be083d0abe46a204ef1d357d52950464853bfc
469
468
2024-05-24T18:46:43Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
----
{{Author|[[User:Haxord|Haxord]]
r/backrooms u/lyrical_liminal - ArtStation - }}
{{Redirect|prev=Level 7|next=Level 9}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]] [[Category:Dangerous]]
3d503a9fb2344477716887326f3ae83a3e434d41
470
469
2024-05-24T18:47:25Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
----
{{Author|[[User:Haxord|Haxord]]
r/backrooms u/lyrical_liminal - ArtStation - r/LiminalSpace u/wyattav}}
{{Redirect|prev=Level 7|next=Level 9}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]] [[Category:Dangerous]]
f329533b5e6a7a3487c10bb2aef3879d4d7d0acd
473
470
2024-05-24T18:49:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 8: "Cave System"}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=4/5 - Extremely Rare Exits|creature=5/5 - Entity Infestation}}
==Description==
[[File:Level 8.jpg|thumb|A photo of Level 8, posted on Reddit.]]
Level 8 is a giant cavern, with danger lurking around every corner. The level’s terrain is made out of rock, and minerals like iron, copper, and granite can rarely be found. The stalactites on the level can rarely drip [[Almond Water]], making the level somewhat habitable. The terrain is rough and uneven, making it difficult for wanderers to traverse. Many smaller caves can be found, as branches of the giant cavern. The Cavern, unlike most levels, has a recorded end-point. This end-point is approximately 58 miles. After 58 miles, the level is documented to be unexplorable. Reason includes an anomalous property. This property changes the rock terrain into vanta-black.
Similarly to [[Level 6]], vanta-black absorbs almost 100% of light, making it very dangerous to traverse, as a giant cliff could be only centimeters away. This area has been named “The Twilight Zone”. Venturing too far into the Twilight Zone has been thought to cause serious mental problems, though this is still unconfirmed. The Twilight Zone is mostly safe, as no entities can see, or find you.
If someone were to dig straight down, about 20 miles from the surface, the stone would become unbreakable, for an unknown reason. The same is true for digging upwards. The rock of The Cavern is very light, as a cube of 2 cubic centimeters can weigh around 5kg, so digging in any direction is relatively easy.
==The Mineshaft==
[[File:The Mineshaft.jpg|thumb|The Mineshaft.]]
[[File:Room.jpg|thumb|Example of a room.]]
The Mineshaft is a giant portion of the Cavern with some wanderers nocliping into it from the start.
The Mineshaft is a complex of long hallways, held up from wooden supports. In the center of these hallways, are minecart rails, used for transporting large amounts of minerals. Every few meters, hard hats, pickaxes, and safety vests can be found.
There are small rooms that branch off of the main hallways. These rooms are furnished, with a wooden floor and ceiling. The walls of the rooms have heavy support beams that hold up the room. Some of these rooms have doors leading into them. Rooms can make wanderers uneasy, and uncomfortable with their surroundings.
==Entities==
The Cavern is by far the smallest level out of the Main Nine, but by no means the least dangerous. It is by far the most dangerous level of the Main Nine, as the level has many dangerous entities. Entities include [[Entity_10|Skin-Stealers]], [[Entity_39|Arachnids of Level 8]], [[Entity_3|Smilers]], [[Entity 5|Clumps]], [[Entity_15|Wretches]] and [[Entity_6|Dullers]].
==Colonies and Outposts==
===M.E.G. Base Zeta===
The most dangerous outpost of “The Main Nine”. The colony houses more than 300 wanderers, with 79 guards to protect them. The outpost was created around a large [[Almond Water]] source. Members of the base are hospitable, kind, and very willing to trade, especially if the wanderer decides to trade any sortation of a light source. The base was created on December 1st, 2004.
===M.E.G. Cave Raiders===
Branch of Base Zita. A small group of 25 guards patrol the level, searching to terminate entities that might harm members of Base Zita or other wanderers. The guards install warnings, and various other signs around the level, to guide and warn wanderers of any upcoming danger. The colony was created on January 4th 2005.
==Entrances and Exits==
===Entrances===
*Swimming in an underwater cave on [[Level 7]] will lead to a T-shaped cross-section of Level 8.
*Entering a giant hole in the ground of [[Level 10]] will noclip you to Level 8.
*Banging a door of The Staircase on [[Level 4]] has a very small chance to lead here.
===Exits===
*Entering a door with a house symbol on it, rarely found in The Mineshaft, leads to [[Level 9]].
*Attempting to drown yourself will lead to an underwater cave in [[Level 7]].
----
{{Author|[[User:Haxord|Haxord]]|r/backrooms u/lyrical_liminal - ArtStation - r/LiminalSpace u/wyattav}}
{{Redirect|prev=Level 7|next=Level 9}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]] [[Category:Dangerous]]
6ce6390f8f71c4ec08d17d60b5dfb390fc31c900
Object 11
0
125
474
412
2024-05-25T00:33:50Z
KKMidgardKk
8
wikitext
text/x-wiki
{{UR Class -1|safety=-|ubiquity=1|uses=Harmful|}}
[[File:135px-Manganese violet.png|thumb|center|A sample of '''Blackfire Powder''' stored in a small container]]
== Description ==
'''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, purple-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the proper equipment to store and transport it, as it will most likely lead to major injuring or even death of one or more members of a group. When ignited, it burns in a Black flame, hence its name.
[[File:Blackfireore.png|thumb|center|An image of an unrefined piece of '''Blackfire Mineral''' at a M.E.G refining outpost on [[Level 813]]]]
== Properties ==
'''Blackfire Powder''' is an extremely unstable resource both in its powder form and its mineral form, as it will ignite and/or explode if certain ambiental conditions aren’t met. As stated before, wanderers that lack reliable ways to maintain the temperature of '''Blackfire Powder''' must not attempt to extract it from its source level due to the high risk this poses. '''Blackfire Powder''' is often compared to gunpowder from [[the Frontrooms]] due to the similar applications it has, being used by the bigger groups of the Backrooms such as [[the M.E.G.]] or [[the B.N.T.G.]] to manufacture weaponry and ammunition in order to defend themselves from Entities or hostile wanderer groups. The mineral form seems to have an extremely high melting point (around 4172°F/2300°C). The resulting metal is very brittle and heavy, with very poor malleability. Due to this, the creation of '''Blackfire Metal''' has been deemed inefficient and a waste of resources.
Both '''Blackfire Powder''' and '''Blackfire Mineral''' have an anomalous property; The material, if not stored properly, will ignite or even explode if it reaches ambient temperature (Around 68°F - 77°F/20°C - 25°C). The mineral form is even more unstable and can trigger with less regular temperatures (60°F - 82°F/15°C - 29°C). Due to this property, '''Blackfire Powder''' can only be found on levels that possess extreme temperatures, although it doesn’t matter if the temperature is freezing cold or boiling hot. This makes the material very hard to obtain since most of the time the mineral form needs to be processed in the same level it was extracted from, due to the higher instability it has compared to the powder form. The processing method consists of crushing the mineral and filtering the useless pieces, which are yellow-ish white colored, of an unidentified material with no current uses. '''Blackfire Powder''' is stored in temperature insulating containers, such as insulated cans, bottles and thermoses. As a result of the peculiar conditions this material requires to ignite, the black fire produced when it burns is not harmful, and is warm to the touch, not hot enough to cause any kind of injury. The real danger '''Blackfire Powder''' poses are the explosions caused by more abrupt temperature changes. They are extremely loud, often causing damage to the eardrum or even long-term deafening in more severe cases. They are also very bright, and when triggered in large quantities they can even create shockwaves strong enough to damage tissue and bones.
== Usage ==
'''Blackfire Powder''' is used in the creation of weapons and explosives. This includes: ammunition, grenades (Which also double for flashbangs), dynamite (for quarrying/mining purposes), flares, and artillery shells. Due to its special properties revolving around temperature, it also has potential to be used in minuscule quantities to create thermometers and barometers, although this is in an experimental phase, being actively researched in collaboration of [[the M.E.G.]] and [[the B.N.T.G.|B.N.T.G.]]
== Location ==
'''Blackfire Mineral''' can be found scarcely in levels where the temperatures are extremely hot or cold. This includes [[Level 813]] (The main source of '''Blackfire Mineral''') where it can be found under frozen lakes, the lower layers of [[Level 7]], areas close to the Sun on [[Level 24]], among others. It is to be noted that stashes of '''Blackfire Powder''' have been found stored in [[Level 21]] and the hotter areas of [[Level 2]]. Whether they were brought here by wanderers or if they originated on these levels remains unclear.
[[Category:Backrooms]] [[Category:Utility]] [[Category:Object]]
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
5e45e5307839d88de1b5cfb42c7f9c79b4802be5
File:Skin Stealer.jpg
6
135
475
2024-05-25T05:57:48Z
Haxord
18
wikitext
text/x-wiki
Skin Stealer
ef5732a74c2b45ff536e49f5c9c5b25be5a24b4c
Entity 10
0
136
476
2024-05-25T05:59:13Z
Haxord
18
Created page with "{{DISPLAYTITLE: Entity 10: "Skin Stealers"}} [[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]] {{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}} ==Description== Skin-Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin-Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, g..."
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
Skin-Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin-Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin-Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin-Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin-Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
8c532cf4a32e3e5b30127f2f90aae94fe06f3a73
477
476
2024-05-25T05:59:36Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin-Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin-Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin-Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin-Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin-Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
fa7662a25b002ccc6501995ef34c942b37e5b23e
478
477
2024-05-25T06:02:17Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin-Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin-Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin-Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin-Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin-Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin-Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin-Stealer at all, the entity will, simply, charge at them.
During a Skin-Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin-Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin-Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===
3c6bbddc7293bc0f13876d221843ecad62d136d8
480
478
2024-05-25T06:06:16Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin-Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin-Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
943f0e084793a58bc62af437a464e424b91bc656
482
480
2024-05-25T06:11:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''
d723844e02338bffb85e0f1d9d0ed4ea4243e54e
483
482
2024-05-25T06:15:07Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
69fce6d92ebdef2c881b6ed0589d7694577e509c
484
483
2024-05-25T06:19:00Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity_9|next=Entity_11}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
21672ac6fae1e75cb15d017082e5646b3599c979
485
484
2024-05-25T06:19:42Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity_9|next=Entity_11}}
{{Author|[[User:Haxord|Haxord]]|Furaffinity-WanderingHallways - r/Liminal Space u/Brief_Plenty1444 - Hotel Old Time - Flickr, Joshua Crauswell - *source not found*}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
4ad1da298a634a494b07d6c7f8dec6200978276a
486
485
2024-05-25T06:20:11Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity_9|next=Entity_11}}
{{Author|[[User:Haxord|Haxord]]|}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
fcae90913fab8a4570b6d0fe27645d5a5e192420
487
486
2024-05-25T06:23:15Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity_9|next=Entity_11}}
{{Author|[[User:Haxord|Haxord]]}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
4bd1e28f39e543b8a797742718d72c0098b30256
488
487
2024-05-25T06:33:22Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
<center>'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''</center>
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity_9|next=Entity_11}}
{{Author|[[User:Haxord|Haxord]]}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
04862e0ddc56e266187a7800e1cd4943325a4431
Entity 3
0
95
479
312
2024-05-25T06:05:56Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 3: "Smilers"}}
{{DL Class 3|aggressiveness=2/5 - Slightly Aggressive|hostility=4/5 - Very Hostile|habitat=Majority, Dark Areas}}
== Description ==
[[File:Smiler.png|thumb|A photograph of a '''Smiler''' in [[Level 1]].]]
'''Entity 3''', otherwise known as "'''Smilers'''," are one of the most well known entities in the Backrooms. They are easily recognizable by their glowing eyes and cartoonish smile. Since '''Smilers''' only lurk in the dark, this face is their only identifiable feature, as the rest of their body is completely hidden by the shadows. It is assumed that anyone that was close enough to see a '''Smiler'''<nowiki>'</nowiki>s body were also close enough to be the '''Smiler'''<nowiki>'</nowiki>s next victim.
There is a strange effect with '''Smilers''' and video capturing devices, in which any pictures or footage of a '''Smiler'''<nowiki>'</nowiki>s body glitches and corrupts at the point where the body is shown. It is unknown why or how this happens, but most people suspect that it is an anomalous property '''Smilers''' have, and that they are purposefully concealing the rest of their body. This hypothesis also lines up with the fact that '''Smilers''' will break their typical hunting pattern to aggressively attack anyone who has seen them step into the light.
==Behaviors==
'''Smilers''' almost always stay in the dark at all times, with the only exception being briefly stepping into the light to kill their target. Naturally, '''Smilers''' are more common in levels where there are more dark places for them to hide in. Because of this, it is very risky to stay in dark areas in levels with '''Smilers''' in them, and it is advised to stay away from dark areas if you are unsure if '''Smilers''' are in the level.
Despite living in the dark, '''Smilers''' are attracted to light. Based on information gathered on ancient writings of '''Smilers''', it seems that this behavior has recently arisen in the last few generations of '''Smilers'''. Because of this, it is assumed that '''Smilers''' have evolved this trait relatively recently, as they have learned that lights are a common sign of life–specifically humans.
A '''Smiler''' hunts by finding a target and following them for hours, while making sure it never gets seen. It will do things such as break lights, knock over things, and make strange sounds, all seemingly telepathically. It does this to invoke as much fear in the prey as possible, although it is unknown why '''Smilers''' have made this a part of their hunting routine. Many potential explanations have come up about this matter. Some people think that '''Smilers''' do this because they "feed" from fear in some way. Others say that they do it simply as a form of entertainment, and that they find joy in spreading fear. Some have even said that it is a test to see if their target will be an easy kill. However, none of these conjectures have much supporting evidence.
After the '''Smiler''' is done following the prey, it will reveal itself in front of them. Depending on the prey's reaction, the '''Smiler''' will choose to attack or retreat. If they act scared, panic, and/or try to run, the '''Smiler''' will attack the victim. However, if they stay calm, retain eye contact, and slowly back away, eventually the '''Smiler''' will also back away into the darkness. Nobody has ever survived an attack from a '''Smiler''' after this point. Do not panic.
Contrary to popular belief, '''Smilers''' do not only attack humans, but anything that is conscious to feel scared by it or its tricks.
==Biology==
Very little is known about a '''Smiler'''<nowiki>'</nowiki>s biology due to their secretive practices. A '''Smiler'''<nowiki>'</nowiki>s glowing face is made out of bone with an unidentified bioluminescent substance covering it. They can seemingly toggle the light of this substance at will, allowing them to stalk their target more effectively. '''Smilers''' have sharp teeth, and have around the same average bite force as an alligator. The amount of teeth a '''Smiler''' has varies a lot, but it often lies at around 30 teeth. If a '''Smiler''' is killed, the bones from its face will fall off, and the rest of their body will completely disintegrate without a trace, leaving behind a dark fog. This has led some to believe that '''Smilers''' don't have a body at all, and just leave a trail of fog. However, this is unlikely due to the fact that they have audible footsteps when they walk and run.
'''Smilers''' are very strong and very fast, easily being able to avoid and break through any traps. They are capable of running up to 10 km per hour, and are strong enough to break through most walls, unless it is made out of metal or another exceptionally strong material. '''Smilers''' are also capable of scaling walls and other tall structures. This could be potential evidence for '''Smilers''' having sharp claws or pointy legs that make it possible to climb smooth surfaces.
Many groups, specifically [[the M.E.G.]], have tried multiple times to reveal what a '''Smiler''' truly looks like, but all of the attempts failed, and in some cases, backfired terribly. [[The M.E.G.]] has no more plans to try to unveil a '''Smiler'''<nowiki>'</nowiki>s true form to prevent any more casualties.
==Discovery==
Due to '''Smilers''' being an almost guaranteed occurrence in the Backrooms, it is unknown what the first sighting of them were. The earliest known recording of them was an ancient scroll found in one of the crates in [[Level 1]] referring to them as "faces of light." Studies show it was written over 3000 years ago.
----
{{Author|[[User:Xboy1|Xboy1]]|"48 sin titulo" by Angel Dream is licensed under CC-BY-3.0.}}
{{Redirect|prev=Entity 2|next=Entity 4}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]]
024907418f6398da8265b94d9ec8674a32bf01d8
Entity 4
0
97
481
321
2024-05-25T06:08:44Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 4: "Death Moths"}}
{{DL Class X}}
== Description ==
Entity 4, also known as '''Death Moths''', are a very well known entity in the Backrooms, especially for those who visited [[Level 5]]. As the name suggests, the '''Death Moths''' are similar to moths from the Frontrooms, however, they have some very noticeable differences.
Their appearances are different depending on the type of '''Death Moth''' they are, but they have some things in common. The most known feature of them is their size, which are a lot bigger than their Frontrooms counterpart, with the the smallest recorded Death Moth being around 40 Cm. They have big antennas, which they use to sense vibrations on surfaces around them.
Their appearances are different depending on the type of '''Death Moth''' they are, but they have some things in common. The most known feature of them is their size, which are a lot bigger than their Frontrooms counterpart, with the the smallest recorded Death Moth being around 40 Cm. They have big antennas, which they use to sense vibrations on surfaces around them.
== Biology and Behaviors ==
The behavior of a '''Death Moth''' will vary depending on its gender.
=== Male ===
[[File:Deathmothdrawing.png|thumb|right|A drawing of a Male Death Moth.]]
Male '''Death Moths''' are the smallest, harmless and most commonly found Death Moth type. Their size ranges from around 40 centimeters to 50 centimeters.
These '''Death Moths''' will seek for a light source, once encountering one, they will lay on it and start to “consume” the light. Once enough light has been consumed, the male '''Death Moth''' starts to produce Moth Jelly from their mouths. After some Moth Jelly was produced, these '''Death Moths''' will carry the jelly back to their hive.
=== Female ===
Female '''Death Moths''' are both larger, rarer, and more dangerous than their male counterparts. Their size ranges from around 65 centimeters to 85 centimeters. Their thorax has a green organ that creates acid, which they spit through their mouth when threatened.
The female Death Moths are known to lay on walls near to male '''Death Moths''' and watch over them. If anything threatens both the male '''Death Moths''' or the female '''Death Moth''', she will leave the wall and fly towards the aggressor. Once close enough, the female moth will start spitting acid at the aggressor until they either die or run far away from the moth’s original area.
There is a special type of female '''Death Moth''', this type stays in [[The Hive]], these female '''Death Moth’s''' protect the queen and produce male '''Death Moths''' through the Moth Jelly produced by the male '''Death Moths'''.
=== The Queen ===
The Queen '''Death Moth''' is the largest '''Death Moth'''; the Queen’s size is theorized to be 130 centimeters. She has the same acid-making organ that the female '''Death Moths''' have, but it produces a lot more acid than the females. The Queen’s mouth is also larger, being able to spill a lot more.
The Queen '''Death Moth’s''' primary behavior is to consume Moth Jelly to create female '''Death Moths''', and to protect the hive. In the case a Queen '''Death Moth''' dies, another one will replace them in the course of a week, between that time, all '''Death Moths''' will go back to their hive and only leave when a new Queen is chosen.
== Discovery ==
The first time a '''Death Moth''' was reported is unknown, but most reports suggest that they were firstly discovered by many wanderers on [[Level 5]].
----
{{Author|[[User:EquinoxLR|Equinox.]]}}
{{Redirect|prev=Entity 3|next=Entity 5}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]]
d59d2a9f1e6e78c3f374701093c1d0ce17ff8d6b
Level 0.2
0
59
489
266
2024-05-25T06:33:43Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[[File:The Dolm.jpg|thumb|The Dolm Myth. Presence of an unknown entity is theorized in the background]]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
{{Author|[[Haxord]]| r/backrooms u/mattstudiosanimation - r/backrooms u/TaOI_61}}
6615c94460a03cb74ded2c59003331a6d236f23e
490
489
2024-05-25T06:37:37Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[[File:The Dolm.jpg|thumb|The Dolm Myth. Presence of an unknown entity is theorized in the background]]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
{{Redirect|prev=Level 0.1|next=Level 0.3}}
{{Author|[[Haxord]]| r/backrooms u/mattstudiosanimation - r/backrooms u/TaOI_61}}
361d86236ad3ffacc14c929253de021a7200f851
Template:Redirect
10
102
491
322
2024-05-25T22:59:35Z
Xboy1
2
wikitext
text/x-wiki
<center><< [[{{{prev|Level 0}}}]] | <big><b>{{{cur|{{PAGENAME}}}}}</b></big> | [[{{{next|Level 2}}}]] >></center>
ce7e0bad5c6c906141fbe61c254a44e7e5f9e459
492
491
2024-05-25T23:01:02Z
Xboy1
2
nvm looks bad
wikitext
text/x-wiki
<big><center><< [[{{{prev|Level 0}}}]] | <b>{{{cur|{{PAGENAME}}}}}</b> | [[{{{next|Level 2}}}]] >></center></big>
09a36ab60d8732dcb8bef566770e7cda009fb8c8
Level 9223372036854775807
0
128
493
414
2024-05-25T23:26:05Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 9223372036854775807: "Finale"}}
<big><big>NOTICE: This port is WIP!</big></big>
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"After wandering in the Backrooms for God knows how long, you have finally reached the final level. The end of everything, the furthest any man can go. The end of the Backrooms."
"But, there's nothing here but a staircase. A lonely staircase in an endless, empty void. Is this all there is at the end of this wretched place? It can't be. You must explore more. There's only one way to go, and that's up."
"You ascend the staircase thinking to yourself that there has to be something here. This is the final level, after all. There has to be an exit, a way back home, any kind of reward at all. There just has to be something, right?"
"Right?"''
</div></center></big><br>
{{Class Undetermined|environment=2/5? - Scarce Information|exit=5/5 - Dead End|creature=0/5? Anomalous Properties}}
[[File:Level 9223372036854775807.png|thumb|The End.|200px]]
'''Level 9223372036854775807''' is the final level of the Backrooms. 9,223,372,036,854,775,807 is the signed 64-bit integer limit on a computer.
==Description==
'''Level 9223372036854775807''' consists of a seemingly endless spiral staircase surrounded by walls. At the bottom of the staircase lies the entrance to the level, which contains a room 15 by 15 feet in size. Ascending the staircase at the center will cause the room to suddenly disappear, with the staircase expanding infinitely downward to fill the space. The entire structure of the level is made out of the same wooden material, and this wood is completely indestructible.
'''Level 9223372036854775807''' has a strange effect that makes everything appear to be grayscale. This anomaly even persists in pictures taken of the level. The effect is purely an illusion, though; objects actually still retain their true color. There is a gentle wind present throughout the entire level. This wind causes the level to be slightly cold, with temperatures fluctuating at an average of about 61° Fahrenheit, or 16° Celsius. Other strange, unidentifiable noises may be heard echoing through the level, and they are often described simply as "unnerving."
[[File:The Glitched Void.png|thumb|A picture of the void located outside of the level taken with a drone. Note the camera distortions caused by the sheer instability of this area.|200px]]
The entire level is suspended in an empty void completely devoid of color. The brain tries to come up with colors to comprehend it, making it look mostly white with hints of black and gray. Staring at this void for too long can cause severe headaches and rotting of the brain, eventually leading to death. The air pressure is extremely high, leading to strong winds and the destruction of anything that is put in the void for too long. About every 40 steps, there are circular openings in the wall that reveal this void. The void is extremely bright and provides the only source of light in the level.
A picture of the void located outside of the level taken with a drone. Note the camera distortions caused by the sheer instability of this area.
An anomalous property of '''Level 9223372036854775807''' is the absence of a strong gravitational pull. This absence will make a wanderer unable to feel their weight, allowing them to ascend the staircase forever.
Another anomaly of '''Level 9223372036854775807''' is the inner destruction of electronic equipment, seemingly happening from the 428th step of the staircase. Why this happens is completely unknown. It is thought that the level destroys human technology to prevent further documentation of itself. For an unknown reason, this does not seem to happen with handheld receivers. This allows us to document the entire level, even without direct photos or videos.
After a while of walking up the staircase, a door may appear. This door appears randomly, although it is mostly at the 10,000th step on average. Behind this door lies a room with nothing but ink writing on the front wall. The writing reads, "THE END." People have tried looking for more in this room or have tried looking for anything else higher up the staircase, but there has been nothing else of note. No exits have been found from the level, and nobody who has entered has ever come back out. The level is a complete dead end. It truly is The End.
==Entities==
'''Level 9223372036854775807''' is devoid of any inhuman life.
==Colonies and Outposts==
Due to the lack of resources, inhabiting '''Level 9223372036854775807''' is not possible.
==Entrances and Exits==
===Entrances===
*Entrances to '''Level 9223372036854775807''' usually appear at random all throughout the Backrooms, and no one has ever been able to use the same entrance twice. These entrances are also extremely rare, and there have only been a few recorded times that they have worked. Any consistent or reliable entrances to this level have not been found.
*'''Level 9223372036854775807''' is also known to be entered from [[The End]] in some way, although the specifics of how to get to it is unknown. Wanderers who successfully enter the level through [[The End]] forget most of the details when they are asked, and any little information they can give seems to be inconsistent and contradict with what other wanderers have told.
===Exits===
*Many people have given hypotheses on how to exit this mysterious level. Some believe the exit lies in the room behind the door; others believe that the void outside of the level could lead to an exit. Some have even proposed that continuing to ascend the staircase will lead to the Frontrooms after a very long time. However, none of these theses have much supporting evidence. It is likely that wanderers make these things up to try to find meaning in this level. It leaves them wanting more; they feel as if there has to be something more for the final level. But, after all this time, no exit has been found. Wanderers who come here are doomed to stay here for the rest of their days. They will live here, and they will die here. This is where they will say their last words, have their last thoughts, and take their last breath. The end of the Backrooms, the end of them, the end of everything. This is the end.
----
{{Author|[[User:Xboy1|Xboy1]] & [[User:Haxord|Haxord]]}}
<big><center><< [[The Grave|NO TURNING BACK]] | <b>{{PAGENAME}}</b> | [[Level Infinity|NOTHING FURTHER]] >></center></big>
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Enigmatic Level]]
67a21aaeb24140dcf2b530d9baadf09d07c74424
494
493
2024-05-26T01:49:59Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 9223372036854775807: "Finale"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"After wandering in the Backrooms for God knows how long, you have finally reached the final level. The end of everything, the furthest any man can go. The end of the Backrooms."
"But, there's nothing here but a staircase. A lonely staircase in an endless, empty void. Is this all there is at the end of this wretched place? It can't be. You must explore more. There's only one way to go, and that's up."
"You ascend the staircase thinking to yourself that there has to be something here. This is the final level, after all. There has to be an exit, a way back home, any kind of reward at all. There just has to be something, right?"
"Right?"''
</div></center></big><br>
{{Class Undetermined|environment=2/5? - Scarce Information|exit=5/5 - Dead End|creature=0/5? Anomalous Properties}}
[[File:Level 9223372036854775807.png|thumb|The End.|200px]]
'''Level 9223372036854775807''' is the final level of the Backrooms. 9,223,372,036,854,775,807 is the signed 64-bit integer limit on a computer.
==Description==
'''Level 9223372036854775807''' consists of a seemingly endless spiral staircase surrounded by walls. At the bottom of the staircase lies the entrance to the level, which contains a room 15 by 15 feet in size. Ascending the staircase at the center will cause the room to suddenly disappear, with the staircase expanding infinitely downward to fill the space. The entire structure of the level is made out of the same wooden material, and this wood is completely indestructible.
'''Level 9223372036854775807''' has a strange effect that makes everything appear to be grayscale. This anomaly even persists in pictures taken of the level. The effect is purely an illusion, though; objects actually still retain their true color. There is a gentle wind present throughout the entire level. This wind causes the level to be slightly cold, with temperatures fluctuating at an average of about 61° Fahrenheit, or 16° Celsius. Other strange, unidentifiable noises may be heard echoing through the level, and they are often described simply as "unnerving."
[[File:The Glitched Void.png|thumb|A picture of the void located outside of the level taken with a drone. Note the camera distortions caused by the sheer instability of this area.|200px]]
The entire level is suspended in an empty void completely devoid of color. The brain tries to come up with colors to comprehend it, making it look mostly white with hints of black and gray. Staring at this void for too long can cause severe headaches and rotting of the brain, eventually leading to death. The air pressure is extremely high, leading to strong winds and the destruction of anything that is put in the void for too long. About every 40 steps, there are circular openings in the wall that reveal this void. The void is extremely bright and provides the only source of light in the level.
A picture of the void located outside of the level taken with a drone. Note the camera distortions caused by the sheer instability of this area.
An anomalous property of '''Level 9223372036854775807''' is the absence of a strong gravitational pull. This absence will make a wanderer unable to feel their weight, allowing them to ascend the staircase forever.
Another anomaly of '''Level 9223372036854775807''' is the inner destruction of electronic equipment, seemingly happening from the 428th step of the staircase. Why this happens is completely unknown. It is thought that the level destroys human technology to prevent further documentation of itself. For an unknown reason, this does not seem to happen with handheld receivers. This allows us to document the entire level, even without direct photos or videos.
After a while of walking up the staircase, a door may appear. This door appears randomly, although it is mostly at the 10,000th step on average. Behind this door lies a room with nothing but ink writing on the front wall. The writing reads, "THE END." People have tried looking for more in this room or have tried looking for anything else higher up the staircase, but there has been nothing else of note. No exits have been found from the level, and nobody who has entered has ever come back out. The level is a complete dead end. It truly is The End.
==Entities==
'''Level 9223372036854775807''' is devoid of any inhuman life.
==Colonies and Outposts==
Due to the lack of resources, inhabiting '''Level 9223372036854775807''' is not possible.
==Entrances and Exits==
===Entrances===
*Entrances to '''Level 9223372036854775807''' usually appear at random all throughout the Backrooms, and no one has ever been able to use the same entrance twice. These entrances are also extremely rare, and there have only been a few recorded times that they have worked. Any consistent or reliable entrances to this level have not been found.
*'''Level 9223372036854775807''' is also known to be entered from [[The End]] in some way, although the specifics of how to get to it is unknown. Wanderers who successfully enter the level through [[The End]] forget most of the details when they are asked, and any little information they can give seems to be inconsistent and contradict with what other wanderers have told.
===Exits===
*Many people have given hypotheses on how to exit this mysterious level. Some believe the exit lies in the room behind the door; others believe that the void outside of the level could lead to an exit. Some have even proposed that continuing to ascend the staircase will lead to the Frontrooms after a very long time. However, none of these theses have much supporting evidence. It is likely that wanderers make these things up to try to find meaning in this level. It leaves them wanting more; they feel as if there has to be something more for the final level. But, after all this time, no exit has been found. Wanderers who come here are doomed to stay here for the rest of their days. They will live here, and they will die here. This is where they will say their last words, have their last thoughts, and take their last breath. The end of the Backrooms, the end of them, the end of everything. This is the end.
----
{{Author|[[User:Xboy1|Xboy1]] & [[User:Haxord|Haxord]]
Based on the Backrooms Fandom Wiki level of the same name, written by Jascar12 and adapted by multiple contributors. (Original source is now deleted.)|All images have unknown sources.}}
<big><center><< [[The Grave|NO TURNING BACK]] | <b>{{PAGENAME}}</b> | [[Level Infinity|NOTHING FURTHER]] >></center></big>
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Enigmatic Level]]
20af35d5ad09310624bcba8951bc3d38ddaab6e7
Zone List
0
98
495
319
2024-05-26T05:28:44Z
Haxord
18
wikitext
text/x-wiki
= Zones =
== 0-99 ==
Zone 0 - “The Complex Complex”
Zone 1 - "Out of Place"
Zone 2 - "Perfection"
Zone 3 - "The Fifth Season"
Zone 4 - "Timeless"
Zone 5 - "Don't Look"
Zone 6 - "Up Above"
Zone 7 - "Fearless"
Zone 8 - "Childhood"
Zone 9 - "Connected"
Zone 10 - "Make or Break"
Zone 11 - "New Past"
<span style="color: orange">↪</span> Zone 11.5 - "Old Future"
Zone 12 - "The Computer"
Zone 13 - "So far, yet so close"
Zone 14 - "Torment"
Zone 15 - "Sunken"
Zone 14 - "Eyebleach"
Zone 15 - "Road Trip"
Zone 16 - "Eye Surgery"
Zone 17 - "Arachnophobia"
Zone 18 - "Movie Theater"
Zone 19 - "Chlorine Beach"
Zone 20 - "The Motel"
Zone 21 - "Look Up"
Zone 22 - "Living Halls"
Zone 23 - "Video Game"
Zone 24 - "Nyctophobia"
Zone 25 - "Old Times"
Zone 26 - "The Timer"
[[Zone 27]] - "Space of Babel"
Zone 28 - "Confined"
Zone 29 - "Released"
Zone 30 - "Spreading"
== Enigmatic Zones ==
The Door Space
The Whiteout
aa5c05eb71314d18635eb08725dd1bacc4b4c447
Anomaly List
0
137
496
2024-05-26T05:33:32Z
Haxord
18
Created page with "= Anomalies = == 0-99 == Anomaly 1 - "Watchers" [[Anomaly 2]] - "Reekers" Anomaly 3 - "The Ten-Eyed Spider" Anomaly 4 - "Ceiling Lights" Anomaly 5 - "Puppeteers" Anomaly 6 - "Jukeboxes" Anomaly 7 - "Clocks" Anomaly 8 - "Mimics" Anomaly 9 - "The Underneath" Anomaly 10 - "Wingless Mosquitos" Anomaly 11 - "Computer Files" Anomaly 12 - "Addiction" Anomaly 13 - "Televisions" <span style="color: orange">↪</span> Anomaly 13.2 - "DVD Players" Anomaly 14 - "H..."
wikitext
text/x-wiki
= Anomalies =
== 0-99 ==
Anomaly 1 - "Watchers"
[[Anomaly 2]] - "Reekers"
Anomaly 3 - "The Ten-Eyed Spider"
Anomaly 4 - "Ceiling Lights"
Anomaly 5 - "Puppeteers"
Anomaly 6 - "Jukeboxes"
Anomaly 7 - "Clocks"
Anomaly 8 - "Mimics"
Anomaly 9 - "The Underneath"
Anomaly 10 - "Wingless Mosquitos"
Anomaly 11 - "Computer Files"
Anomaly 12 - "Addiction"
Anomaly 13 - "Televisions"
<span style="color: orange">↪</span> Anomaly 13.2 - "DVD Players"
Anomaly 14 - "Hunter Cockroaches"
Anomaly 15 - "Fake Friends"
Anomaly 16 - "Depression"
Anomaly 17 - "Playgrounds"
Anomaly 18 - "Telephones"
Anomaly 19 - "Chasers"
Anomaly 20 - "DVD Discs"
Anomaly 21 - "Toy Fish"
Anomaly 22 - "Radios"
Anomaly 23 - "Outside"
Anomaly 24 - "The Killer of Zone 20"
Anomaly 25 - "Rupters"
Anomaly 26 - "Cupboard Spiders"
Anomaly 27 - "U.S.G. : Uprooms Safety Group"
Anomaly 28 - "Electronic Devices"
Anomaly 29 - "The Silence"
Anomaly 30 - "Classrooms"
Anomaly 31 - "Man's Best Friends"
Anomaly 32 - "Nothing at All"
Anomaly 33 - "Mirrors"
Anomaly 34 - "Toys"
Anomaly 35 - "Phobias"
Anomaly 36 - "Headless Horses"
Anomaly 37 - "Undenprol Locaustroline"
Anomaly 38 - "Anthony"
Anomaly 39 - "Consoles"
Anomaly 39.1 - "Video Games"
Anomaly 78 - "fear"
1644b6415fc456650e4b46feaf89dd7b2f3f1e4b
497
496
2024-05-26T05:33:54Z
Haxord
18
wikitext
text/x-wiki
= Anomalies =
== 0-99 ==
Anomaly 1 - "Watchers"
[[Anomaly 2]] - "Reekers"
Anomaly 3 - "The Ten-Eyed Spider"
Anomaly 4 - "Ceiling Lights"
Anomaly 5 - "Puppeteers"
Anomaly 6 - "Jukeboxes"
Anomaly 7 - "Clocks"
Anomaly 8 - "Mimics"
Anomaly 9 - "The Underneath"
Anomaly 10 - "Wingless Mosquitos"
Anomaly 11 - "Computer Files"
Anomaly 12 - "Addiction"
Anomaly 13 - "Televisions"
<span style="color: orange">↪</span> Anomaly 13.2 - "DVD Players"
Anomaly 14 - "Hunter Cockroaches"
Anomaly 15 - "Fake Friends"
Anomaly 16 - "Depression"
Anomaly 17 - "Playgrounds"
Anomaly 18 - "Telephones"
Anomaly 19 - "Chasers"
Anomaly 20 - "DVD Discs"
Anomaly 21 - "Toy Fish"
Anomaly 22 - "Radios"
Anomaly 23 - "Outside"
Anomaly 24 - "The Killer of Zone 20"
Anomaly 25 - "Rupters"
Anomaly 26 - "Cupboard Spiders"
Anomaly 27 - "U.S.G. : Uprooms Safety Group"
Anomaly 28 - "Electronic Devices"
Anomaly 29 - "The Silence"
Anomaly 30 - "Classrooms"
Anomaly 31 - "Man's Best Friends"
Anomaly 32 - "Nothing at All"
Anomaly 33 - "Mirrors"
Anomaly 34 - "Toys"
Anomaly 35 - "Phobias"
Anomaly 36 - "Headless Horses"
Anomaly 37 - "Undenprol Locaustroline"
Anomaly 38 - "Anthony"
Anomaly 39 - "Consoles"
<span style="color: orange">↪</span> Anomaly 39.1 - "Video Games"
Anomaly 78 - "fear"
89306c589988dfea77ac4b536bf26fdcf67179ee
498
497
2024-05-26T05:34:25Z
Haxord
18
wikitext
text/x-wiki
= Anomalies =
== 0-99 ==
Anomaly 1 - "Watchers"
[[Anomaly 2]] - "Reekers"
Anomaly 3 - "The Ten-Eyed Spider"
Anomaly 4 - "Ceiling Lights"
Anomaly 5 - "Puppeteers"
Anomaly 6 - "Jukeboxes"
Anomaly 7 - "Clocks"
Anomaly 8 - "Mimics"
Anomaly 9 - "The Underneath"
Anomaly 10 - "Wingless Mosquitos"
Anomaly 11 - "Computer Files"
Anomaly 12 - "Addiction"
Anomaly 13 - "Televisions"
<span style="color: orange">↪</span> Anomaly 13.2 - "DVD Players"
Anomaly 14 - "Hunter Cockroaches"
Anomaly 15 - "Fake Friends"
Anomaly 16 - "Depression"
Anomaly 17 - "Playgrounds"
Anomaly 18 - "Telephones"
Anomaly 19 - "Chasers"
Anomaly 20 - "DVD Discs"
Anomaly 21 - "Toy Fish"
[[Anomaly 22]] - "Radios"
Anomaly 23 - "Outside"
Anomaly 24 - "The Killer of Zone 20"
Anomaly 25 - "Rupters"
Anomaly 26 - "Cupboard Spiders"
Anomaly 27 - "U.S.G. : Uprooms Safety Group"
Anomaly 28 - "Electronic Devices"
Anomaly 29 - "The Silence"
Anomaly 30 - "Classrooms"
Anomaly 31 - "Man's Best Friends"
Anomaly 32 - "Nothing at All"
Anomaly 33 - "Mirrors"
Anomaly 34 - "Toys"
Anomaly 35 - "Phobias"
Anomaly 36 - "Headless Horses"
Anomaly 37 - "Undenprol Locaustroline"
Anomaly 38 - "Anthony"
Anomaly 39 - "Consoles"
<span style="color: orange">↪</span> Anomaly 39.1 - "Video Games"
Anomaly 78 - "fear"
3459390e542c9a9f2a4b544ebcd806befee4a469
Anomaly 2
0
138
499
2024-05-26T05:37:19Z
Haxord
18
Created page with "{{DISPLAYTITLE:Anomaly 2: "Reekers"}} {{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Average Intelligence|habitat=Majority, Long Hallways}}"
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Average Intelligence|habitat=Majority, Long Hallways}}
a83c428ee26dd2222f5288ef61efe6b34f37ee4e
500
499
2024-05-26T05:39:10Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
5d49ea742b5f8567013f8c106428ce02bc37299c
502
500
2024-05-26T05:43:03Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in Zone 6.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
a8749d5eeb79271b208b454c538396d744782295
504
502
2024-05-26T05:47:09Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
3772bde28b9224a08cc3b59583eff2e3993ed112
505
504
2024-05-26T05:53:35Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack wanderers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the wanderers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 wanderer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Author|[[User:Haxord|Haxord]]| All images were created by the author}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
bbeecfb26542d9d06fbf3c3b12cde66cabb43124
506
505
2024-05-26T05:54:21Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack wanderers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the wanderers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 wanderer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Author|[[User:Haxord|Haxord]]|All images were created by the author}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
9f1eb6a7b3a0bd3bd1585c5fa8965796520a28ba
File:Reeker.png
6
139
501
2024-05-26T05:41:04Z
Haxord
18
wikitext
text/x-wiki
Reeker
a6ad4a55cf1364c15b018023623fbe235de16887
File:Unhinged Reeker.jpg
6
140
503
2024-05-26T05:46:37Z
Haxord
18
wikitext
text/x-wiki
Unhinged Reeker
f8655a840f74a1396cb305788e29761b5be685c0
Anomaly 2
0
138
507
506
2024-05-26T05:54:44Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack wanderers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the wanderers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 wanderer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Author|[[User:Haxord|Haxord]]|All images were created by the author.}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
38ed778fccce5223e01575621479b3a910f3dcc9
508
507
2024-05-26T06:00:38Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack wanderers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the wanderers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 wanderer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Author|[[User:Haxord|Haxord]]| All images were edited by the author.}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
c8b0729eeebe27e135e984fad14499d24980d23e
509
508
2024-05-26T06:06:44Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack wanderers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the wanderers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 wanderer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Author|[[User:Haxord|Haxord]]| "The Stairway to Nowhere" (by LS608-Germany533), "Hallway in my dream" (by Grace Maré).
All images were edited by the author.}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
1b4d0408d2d47c8f7538137b873efcd0818c68f8
510
509
2024-05-26T06:07:06Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack wanderers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the wanderers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 wanderer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Author|[[User:Haxord|Haxord]]|"The Stairway to Nowhere" (by LS608-Germany533), "Hallway in my dream" (by Grace Maré).
All images were edited by the author.}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
f176ea511abf776481b90c435d97bc14a5e2017c
512
510
2024-05-26T06:32:47Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a wanderer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack wanderers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the wanderers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 wanderer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Redirect|prev=Anomaly 1|next=Anomaly 3}}
{{Author|[[User:Haxord|Haxord]]|"The Stairway to Nowhere" (by LS608-Germany533), "Hallway in my dream" (by Grace Maré).
All images were edited by the author.}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
9ad4c1372a14201b48c32e370ab4109ab4ddaf7f
Anomaly 22
0
141
511
2024-05-26T06:17:51Z
Haxord
18
Created page with "{{DISPLAYTITLE:Anomaly 22: "Radios"}}"
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
606889a98009404ce1607eed9da5de18c7d8b8ba
513
511
2024-05-26T06:33:36Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|aggressiveness=0/5 - Slightly Aggressive|hostility=0/5 - Very Hostile|habitat=All, Desks}}
2c2c5b9ceccbb8fec9563db507e1e4b3b83cc83e
514
513
2024-05-26T06:33:55Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 5|aggressiveness=0/5 - Slightly Aggressive|hostility=0/5 - Very Hostile|habitat=All, Desks}}
da77371b1fe9f5b39a558aa7f0815db8f6236d1b
515
514
2024-05-26T11:22:45Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]}}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
9784ca61f83fc3c64b54161421b9d6a4e649a098
516
515
2024-05-26T12:35:15Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]}}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
72afdd6472bfa09ed2dd8d9016cdce4f3d4062d4
518
516
2024-05-26T13:10:08Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
[[File:Radios.jpg|thumb|A supply room in [[Zone 20]], with many Radios resting on it's shelves.]]
==Description==
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]}}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
c40e27bd94ce6f92efefd1138c9b3b68d4f35904
519
518
2024-05-26T13:12:51Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
[[File:Radios.jpg|thumb|A supply room in [[Zone 20]], with many Radios resting on it's shelves.]]
==Description==
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]| [https://ascosilasciti.com/en/2019/12/11/radio-nostalgia-casa-del-radioamatore-2/ Regret radio: amateur radio home] }}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
d50ec230faa690e1d9853adfc221f3f790c0cc63
520
519
2024-05-26T13:13:19Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
[[File:Radios.jpg|thumb|A supply room in [[Zone 20]], with many Radios resting on it's shelves.]]
==Description==
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]|[https://ascosilasciti.com/en/2019/12/11/radio-nostalgia-casa-del-radioamatore-2/ Regret radio: amateur radio home] }}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
a9bd283168c23bac0302125705c93efca9b359bd
526
520
2024-05-26T13:50:59Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
==Description==
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]|[https://ascosilasciti.com/en/2019/12/11/radio-nostalgia-casa-del-radioamatore-2/ Regret radio: amateur radio home] }}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
e4d0d1e369678ab788b30ae8e98565f76b31ebf0
527
526
2024-05-26T13:51:22Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]|[https://ascosilasciti.com/en/2019/12/11/radio-nostalgia-casa-del-radioamatore-2/ Regret radio: amateur radio home] }}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
041af737c0f5c3f29a9db8549a506797ccef8e16
528
527
2024-05-26T13:53:04Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]|[https://www.flickr.com/photos/51764518@N02/53740028324/in/pool-vintageradio/ Joe Haupt }}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
6eb0e33cc512a919f2c33a28dcc3fd9dea3ef755
529
528
2024-05-26T13:53:50Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]|[https://www.flickr.com/photos/51764518@N02/53740028324/in/pool-vintageradio/ | Joe Haupt] }}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
f06c9b24df0c54cf3e77c67f6f971289d1749d7c
530
529
2024-05-26T13:55:03Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]|[https://www.flickr.com/photos/51764518@N02/53740028324/in/pool-vintageradio/ Joe Haupt]}}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
39a552cfd91a9720b1d8a42942f137da6b5f2f64
531
530
2024-05-26T14:04:22Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]] Image used: [https://www.flickr.com/photos/51764518@N02/53740028324/in/pool-vintageradio/ Vintage Radio] by Joe Haupt is released under CC-BY-SA-3.0
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
34675bbaa8f93bb285cec2232252c7933c057f38
532
531
2024-05-26T14:04:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]] Image used: [https://www.flickr.com/photos/51764518@N02/53740028324/in/pool-vintageradio/ Vintage Radio] by Joe Haupt is released under CC-BY-SA-3.0}}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
d355df46516583c64ac80ff0c0994c54c4ffe3d6
533
532
2024-05-26T14:05:51Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]] Image used: [https://www.flickr.com/photos/51764518@N02/53740028324/in/pool-vintageradio/ Vintage Radio] by Joe Haupt is released under CC-BY-SA-3.0}}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
bfd9cc36be72a16d851dfed9f2f0d1a92db2bfd0
534
533
2024-05-26T14:07:18Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 22: "Radios"}}
{{DL Class 0|intellect=5/5 - Transhuman Intelligence|habitat=All, Desks}}
==Description==
[[File:Radio.jpg|thumb|A Radio on the floor of [[Zone 20]].]]
Anomaly 22, otherwise known as Radios take the appearance of a vintage radio, seemingly from post-2000. Their structure is made of wood, leather, glass, metal, paper, and plastic. The “object” seems to be broken, as no interaction with its knobs has an outcome. Radios cannot move, as they are “inanimate objects”.
Radios are 1 foot (30.48cm) tall and 1,4 feet (44,56176cm) wide. The “object” is very light, making it easy to carry around if needed. They will constantly play music, which can calm wanderers and heal their mental state or warn them about incoming danger, as they, for whatever reason, can detect other anomalies. The sound they produce can be audible and identifiable from up to 20 meters away.
Radios can be found in any Zone, appearing on every desk in the aforementioned zones. Some of them might be completely broken, not making any music at all.
==Behavior==
As mentioned above, Anomaly 22 cannot move. The music they play, however, is a sign of sentience. The music that the anomaly plays can even save a wanderer’s life in some situations.
===When I’m Cleaning Windows - George Formby===
“When I’m Cleaning Windows” by George Formby is Anomaly 2’s “default” music. Radios constantly play this song when nothing interesting is happening around them. This music has an effect that creates large amounts of serotonin and can cheer up wanderers who feel depressed.
===Six Forty Seven - Instupendo===
Radios play this music when they sense something weird. This music is played when the anomaly feels like something is afoot. It is not certain if there is danger nearby. Six Forty Seven is a Radio’s sense of fear, to put it in comparison. It knows that nothing is near, but it feels like something could be near.
===Amazing Grace - Original Sacred Harp Choir | First Recording===
This, already disturbing music, plays when a Radio senses something harmful. The first recording of “Amazing Grace” is a Radio’s sign of danger. This soundtrack will be played when there is another, dangerous anomaly within 10 meters from the Radio. It is advised that wanderers collect and carry Radios with them in case of this happening. If a wanderer hears this song coming from the radio, it is heavily recommended to hide.
===Amazing Grace - Original Sacred Harp Choir | First Recording (Slowed)===
This composition is a sign that the wanderer needs to run. The music of Amazing Grace is slowed down quite significantly and is much louder. This music plays when the Radio “sees” an anomaly. For example, if you can see an anomaly while holding a Radio (that is not the Radio), by not moving, this song will play. This music should never be ignored as it can save a wanderer’s life.
===Airria - Steve Roden===
This music is played when something tragic happens. If any human expires within 25 meters of the anomaly, Airria will play.
==Biology==
The interior of Radios is the same as the interior of a Frontrooms radio. We have no idea how it processes information or how it can detect anomalies from up to 25 meters away.
==Do’s and Don’ts==
===Do:===
*Collect an Anomaly 22 if you come across one.
*Listen to When I’m Cleaning Windows whenever possible.
*Hide if you hear Airria or Amazing Grace.
===Don’t:===
*Ignore any musical track that a Radio may play.
*Run away if you hear the normal version of Amazing Grace, as you may run into danger.
{{Author|[[User:Haxord|Haxord]]
[https://www.flickr.com/photos/51764518@N02/53740028324/in/pool-vintageradio/ Vintage Radio] by Joe Haupt is released under CC-BY-SA-3.0}}
{{Redirect|prev=Anomaly 21|next=Anomaly 23}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]]
c3f7e1cddb29ac1026650fbc3ca65f462c5bc93e
File:Radio.jpg
6
145
525
2024-05-26T13:50:39Z
Haxord
18
wikitext
text/x-wiki
Radio
b11bf19e3f65b4a1ada383e41f26dab5c503940e
User:Xboy1/test.css
2
146
535
2024-05-28T09:39:24Z
Xboy1
2
Created page with ".theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */ --desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/..."
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#ff0000; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#0000ff; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
17ec37519afe2c767e794d802acfc877b8b928d9
Main Page
0
1
536
234
2024-05-28T10:34:11Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
<no-comment-streams />
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:EditPage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="bottom"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|''"The True Reality"''
|width="50"|''"The Liminal Reality"''
|width="50"|''"The Broken Reality"''
|width="50"|''"The Forgotten Reality"''
|}
3e37a8893b020b34586e750cdb6c1e49e8703603
CommentStreams:08215f8209b98e323b36d84cc803e6cf
844
147
537
2024-05-28T11:00:06Z
Xboy1
2
wikitext
text/x-wiki
red moment 😱{{DISPLAYTITLE:
yellow moment
}}
3e19f7b16e977dbb4919d08f75c0b9f00fadcd00
CommentStreams:E41a780a2f5a130a131536ff92fed32b
844
148
538
2024-05-28T23:48:12Z
Xboy1
2
wikitext
text/x-wiki
white moment 🤔{{DISPLAYTITLE:
yellow moment?
}}
46a06d1df892b02793139b99f34d966e1d6b3eab
Level 10
0
63
539
190
2024-05-29T03:13:18Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while."''
</div></center></big><br>
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
[[File:Level10Pic2.png|thumb|''A grassy field in '''Level 10''' during nighttime.'']]
== Description ==
'''Level 10''' consists of an infinite field with a variety of plants and crops growing from it. Shrubs, bushes, flowers, and trees have also grown in '''Level 10'''. The field has very little variation in elevation, with the only exception being where ponds and rivers are.
'''Level 10'''’s soil is extremely fertile, and allows every type of plant to grow, including ones that usually require special conditions to live in. The soil even has an anomalous property that allows the plants to grow without sunlight or water. This effect also extends to after the crop is harvested, and any food made from it will not rot, spoil, or grow any mold. Because of this, many different crops and plants can be found throughout '''Level 10'''. Below is a list of all of the plants that '''Level 10'''’s fields are made of, in order of most common to least common.
* Wheat,
* Grass,
* Buckwheat,
* Rice,
* Sunflower,
* Carrot,
* Radish.
Dirt paths run through the entirety of '''Level 10''', branching off into different sections. It is believed that every path eventually connects to each other, mainly because of the massive amount of diverging pathways and turns. It is not advised to travel too far from the path; it is easy to get lost and it will likely be difficult to find the path again. Because of this, areas a far distance from the path are largely unexplored, although it is assumed that there is nothing notable out that far.
Occasionally, different structures can be found near the path. These structures are usually themed around farms and can be things such as cabins, barns, and small houses. They typically have boxes and crates in them with construction tools, wood, and fertilizer, but they may also have objects like [[Object 1|Almond Water]], [[Object 12|Liquid Pain]], and [[Object 6|Moth Jelly]] on rare occurrences. While these buildings are usually safe to inhabit and live in, it is important to keep in mind that Scarecrow entities may live in them on rare instances. Another potential danger from these structures is that entities may appear in them during the nighttime, and oftentimes come outside to hunt.
'''Level 10''' has an unusual day-night cycle. The day lasts for roughly 16 hours, while the night lasts for 8. Another strange thing about it is that the light never actually changes. Instead, a thick fog slowly appears into the level when it approaches night time.
Many bodies of water are scattered around '''Level 10'''. Rivers flow through the pasture, with Oxbow lakes formed nearby some of them. Ponds and lakes can also be seen in '''Level 10''', and they very rarely stretch on far enough to be considered seas. Each of these are filled with original flavor [[Object 1|Almond Water]], and the [[Object 1|Almond Water]] is fully clean and safe to drink, despite being surrounded by soil.
The air in '''Level 10''' has a calming effect on wanderers, and has also shown to relieve pain. Many people have claimed that their wounds have also healed faster, but it is possible that the soothing properties of the level just make it feel that way.
A slight breeze is present throughout the level, making the temperature of '''Level 10''' feel chilly, but consistent. '''Level 10''' also has a water cycle, but the rain never falls harder than a small drizzle.
------------------------------------------
[[File:Level10Pic.png|thumb]]
''“A new hope has sparked within me. I haven’t seen clear skies in so long, and I haven’t been able to enjoy a nice breath of fresh air in what feels like years.''
''This place reminds me of home. It reminds me of how good things were when I was home. It reminds me of my family, my friends, it reminds me of my memories. It reminds'' ''me how important it is that I finally come back home.”''
------------------------------------------
== Entities ==
Normal entities are a very rare sight on '''Level 10''', with few [[Smilers]] and [[Hounds]] residing in the level. There are other entities exclusive to the level that are much more common, though.
=== Wheat Worms ===
Wheat Worms entities that live in the soil of '''Level 10'''. They have the appearance of typical brown worms from Earth. They do not seem to need any food, water, or sleep to survive. While they spend most of their time a few meters underground, they temporarily come to the surface when it rains.
While Wheat Worms do not pose any direct danger, they secrete an unknown, brown substance and trail it wherever they go. This substance is normally harmless, but with enough of it, it can give an infection to crops. When a Wheat Worm dies, it decays into this substance, making enough of it to infect crops. If one eats an infected crop, the infection will get passed onto them and they will get extremely sick. Symptoms may include; stomach aches, blurry vision, vomiting, and fatigue.
=== Scarecrow ===
Scarecrows are entities that resemble hay scarecrows with a leather jacket, pumpkin head, and straw hat. They move by levitating just a few centimeters from the ground, and it is presumed that they are too heavy to float any higher.
Scarecrows are only found in or near barns, and are usually seen farming and taking care of crops. They can bend and shift their arms into tools such as sickles and shovels to help them farm. During the daytime, they pose no threat to any passersby and only become hostile to anyone who comes too close to the farm or tries to destroy it. It is unknown what happens to victims of Scarecrows, though lots of evidence supports the theory that they become soil for future crops.
However, during the night, Scarecrows become extremely hostile and are actively on the hunt. They sneak up on prey by disguising themselves as normal scarecrows, and slowly approaching when the prey isn’t paying attention. After that, they will shift their arm into a sharp stake and stab the victim.
------------------------------------------
''“After a while of wandering, the wheat crops slowly started to fade into a field of short grass. I saw clouds start to come in above me, and then it began to rain.''
''Shortly following that, I saw thousands of worms coming out of the ground. Worms everywhere as far as the eye can see, stretching on for miles. It was very, very'' ''strange, like the feeling of a really weird dream. But, I guess this is the way of the Backrooms. At least I had finally found an entity that wasn’t constantly trying'' ''to kill me.''
------------------------------------------
== Colonies & Outposts ==
Due to the safety of the level and calming effects, many people decide to stay in '''Level 10'''.
=== Farmers Association of Level 10 ===
The F.A.O.L. is a friendly group in '''Level 10''' that has multiple bases scattered around the level. They are allies with the M.E.G. and they often exchange supplies. Their main base is near the entrance from [[Level 20]], and it is similar to a medieval village. Their smaller bases all live in different barns and houses interspersed throughout '''Level 10'''.
They harvest and take crops from the rest of the level to make farms out of them. They also farm crops not found in '''Level 10'''–such as potatoes and tomatoes–by trading with wanderers and bringing them from [[Level 20]]. The farms are the F.A.O.L.’s main source of food, but they also find other food items in [[Level 20]] occasionally.
F.A.O.L. has about 800 members, with roughly 500 of them living in their primary base. They are growing at a fast rate due to their lenient restrictions on who can join, allowing almost anyone interested in agriculture and knows how to farm.
=== Anti-Scarecrow Movement ===
The A.S.M. is a group that branched off from the F.A.O.L. They were formed after a Scarecrow attacked the second largest base of the F.A.O.L., leaving no survivors. After the news reached a small F.A.O.L. settlement, they came together and made the A.S.M.
The A.S.M.’s one and only goal is to eradicate Scarecrows from '''Level 10'''. They are the most active at day, since the Scarecrows are safer during that time. They are a nomadic group, finding Scarecrows in barns and taking it over after killing the Scarecrow. If a wanderer reports a Scarecrow, the A.S.M. will help them by giving them items or show them where to find the exit.
Currently, the A.S.M. only has 40 members, largely due to their strict conditions for becoming a member. The A.S.M. has been split up into 8 groups of 5, with each group moving outwards in different directions for hunting to be as efficient as possible.
Despite being a division of the F.A.O.L., the M.E.G. rarely supplies them, as they feel the existence of the group is unnecessary. The few times that the M.E.G. has provided them resources is to trade when the F.A.O.L. has a specific item the M.E.G. needs.
== Entrances and Exits ==
=== Entrances ===
* Walking into a patch of abnormally tall grass in [[Level 9]] will cause one to be sent here.
* Finding an elevator on [[Level 20]] and going to floor 10 has a chance of sending one to '''Level 10'''
* No-clipping through gate 10 in [[Level 36]] sends one to '''Level 10'''
=== Exits ===
* In '''Level 10''', there may be city lights that appear as if they were miles away. Approaching these lights will provide entry to [[Level 11]] with an abrupt and sudden transition.
* Entering a large, deep hole will lead to [[Level 8]].
----
{{Author|[[User:Xboy1|Xboy1]]
Draft by [[User:Beaconhair2226|Beaconhair2226]]|The first picture, "[https://www.flickr.com/photos/9998127@N06/8698356088 Another look at the foggy field]" by Bill Abbott, is licensed under CC BY-SA 2.0
The second picture, "[https://www.flickr.com/photos/oatsy40/48423262346/ Field]" by oatsy40 is licensed under CC BY-SA 2.0}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]]
{{Redirect|prev=Level 9|next=Level 11}}
2095e63968e93ad0f23debf2a6e21fb97acf39e1
540
539
2024-05-29T03:45:49Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 10''': "Field Of Wheat"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">''"After such a dangerous journey through [[Level 6|the darkness]], [[Level 7|the unknown]], all of the [[Level 8|pain]] and [[Level 9|suffering]], I’ve finally found a safe place to rest.''
''I think I’m going to stay here a while."''
</div></center></big><br>
{{Class 0|exit=0/5 - Common Exits|creature=0.5/5 - Scarce Entities}}
[[File:Level10Pic2.png|thumb|''A grassy field in '''Level 10''' during nighttime.'']]
[[File:Level10Pic.png|thumb|''A wheat field in '''Level 10''' during daytime.'']]
== Description ==
'''Level 10''' consists of an infinite field with a variety of plants and crops growing from it. Shrubs, bushes, flowers, and trees have also grown in '''Level 10'''. The field has very little variation in elevation, with the only exception being where ponds and rivers are.
'''Level 10'''’s soil is extremely fertile, and allows every type of plant to grow, including ones that usually require special conditions to live in. The soil even has an anomalous property that allows the plants to grow without sunlight or water. This effect also extends to after the crop is harvested, and any food made from it will not rot, spoil, or grow any mold. Because of this, many different crops and plants can be found throughout '''Level 10'''. Below is a list of all of the plants that '''Level 10'''’s fields are made of, in order of most common to least common.
* Wheat,
* Grass,
* Buckwheat,
* Rice,
* Sunflower,
* Carrot,
* Radish.
Dirt paths run through the entirety of '''Level 10''', branching off into different sections. It is believed that every path eventually connects to each other, mainly because of the massive amount of diverging pathways and turns. It is not advised to travel too far from the path; it is easy to get lost and it will likely be difficult to find the path again. Because of this, areas a far distance from the path are largely unexplored, although it is assumed that there is nothing notable out that far.
Occasionally, different structures can be found near the path. These structures are usually themed around farms and can be things such as cabins, barns, and small houses. They typically have boxes and crates in them with construction tools, wood, and fertilizer, but they may also have objects like [[Object 1|Almond Water]], [[Object 12|Liquid Pain]], and [[Object 6|Moth Jelly]] on rare occurrences. While these buildings are usually safe to inhabit and live in, it is important to keep in mind that Scarecrow entities may live in them on rare instances. Another potential danger from these structures is that entities may appear in them during the nighttime, and oftentimes come outside to hunt.
'''Level 10''' has an unusual day-night cycle. The day lasts for roughly 16 hours, while the night lasts for 8. Another strange thing about it is that the light never actually changes. Instead, a thick fog slowly appears into the level when it approaches night time.
Many bodies of water are scattered around '''Level 10'''. Rivers flow through the pasture, with Oxbow lakes formed nearby some of them. Ponds and lakes can also be seen in '''Level 10''', and they very rarely stretch on far enough to be considered seas. Each of these are filled with original flavor [[Object 1|Almond Water]], and the [[Object 1|Almond Water]] is fully clean and safe to drink, despite being surrounded by soil.
The air in '''Level 10''' has a calming effect on wanderers, and has also shown to relieve pain. Many people have claimed that their wounds have also healed faster, but it is possible that the soothing properties of the level just make it feel that way.
A slight breeze is present throughout the level, making the temperature of '''Level 10''' feel chilly, but consistent. '''Level 10''' also has a water cycle, but the rain never falls harder than a small drizzle.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“A new hope has sparked within me. I haven’t seen clear skies in so long, and I haven’t been able to enjoy a nice breath of fresh air in what feels like years.''
''This place reminds me of home. It reminds me of how good things were when I was home. It reminds me of my family, my friends, it reminds me of my memories. It reminds me how important it is that I finally come back home.”''</div></center></big>
==Entities==
Normal entities are a very rare sight on '''Level 10''', with few [[Smilers]] and [[Hounds]] residing in the level. There are other entities exclusive to the level that are much more common, though.
=== Wheat Worms ===
Wheat Worms entities that live in the soil of '''Level 10'''. They have the appearance of typical brown worms from Earth. They do not seem to need any food, water, or sleep to survive. While they spend most of their time a few meters underground, they temporarily come to the surface when it rains.
While Wheat Worms do not pose any direct danger, they secrete an unknown, brown substance and trail it wherever they go. This substance is normally harmless, but with enough of it, it can give an infection to crops. When a Wheat Worm dies, it decays into this substance, making enough of it to infect crops. If one eats an infected crop, the infection will get passed onto them and they will get extremely sick. Symptoms may include; stomach aches, blurry vision, vomiting, and fatigue.
=== Scarecrow ===
Scarecrows are entities that resemble hay scarecrows with a leather jacket, pumpkin head, and straw hat. They move by levitating just a few centimeters from the ground, and it is presumed that they are too heavy to float any higher.
Scarecrows are only found in or near barns, and are usually seen farming and taking care of crops. They can bend and shift their arms into tools such as sickles and shovels to help them farm. During the daytime, they pose no threat to any passersby and only become hostile to anyone who comes too close to the farm or tries to destroy it. It is unknown what happens to victims of Scarecrows, though lots of evidence supports the theory that they become soil for future crops.
However, during the night, Scarecrows become extremely hostile and are actively on the hunt. They sneak up on prey by disguising themselves as normal scarecrows, and slowly approaching when the prey isn’t paying attention. After that, they will shift their arm into a sharp stake and stab the victim.
------------------------------------------
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“After a while of wandering, the wheat crops slowly started to fade into a field of short grass. I saw clouds start to come in above me, and then it began to rain.''
''Shortly following that, I saw thousands of worms coming out of the ground. Worms everywhere as far as the eye can see, stretching on for miles. It was very, very strange, like the feeling of a really weird dream. But, I guess this is the way of the Backrooms. At least I had finally found an entity that wasn’t constantly trying to kill me.''</div></center></big>
------------------------------------------
== Colonies & Outposts ==
Due to the safety of the level and calming effects, many people decide to stay in '''Level 10'''.
=== Farmers Association of Level 10 ===
The F.A.O.L. is a friendly group in '''Level 10''' that has multiple bases scattered around the level. They are allies with the M.E.G. and they often exchange supplies. Their main base is near the entrance from [[Level 20]], and it is similar to a medieval village. Their smaller bases all live in different barns and houses interspersed throughout '''Level 10'''.
They harvest and take crops from the rest of the level to make farms out of them. They also farm crops not found in '''Level 10'''–such as potatoes and tomatoes–by trading with wanderers and bringing them from [[Level 20]]. The farms are the F.A.O.L.’s main source of food, but they also find other food items in [[Level 20]] occasionally.
F.A.O.L. has about 800 members, with roughly 500 of them living in their primary base. They are growing at a fast rate due to their lenient restrictions on who can join, allowing almost anyone interested in agriculture and knows how to farm.
=== Anti-Scarecrow Movement ===
The A.S.M. is a group that branched off from the F.A.O.L. They were formed after a Scarecrow attacked the second largest base of the F.A.O.L., leaving no survivors. After the news reached a small F.A.O.L. settlement, they came together and made the A.S.M.
The A.S.M.’s one and only goal is to eradicate Scarecrows from '''Level 10'''. They are the most active at day, since the Scarecrows are safer during that time. They are a nomadic group, finding Scarecrows in barns and taking it over after killing the Scarecrow. If a wanderer reports a Scarecrow, the A.S.M. will help them by giving them items or show them where to find the exit.
Currently, the A.S.M. only has 40 members, largely due to their strict conditions for becoming a member. The A.S.M. has been split up into 8 groups of 5, with each group moving outwards in different directions for hunting to be as efficient as possible.
Despite being a division of the F.A.O.L., the M.E.G. rarely supplies them, as they feel the existence of the group is unnecessary. The few times that the M.E.G. has provided them resources is to trade when the F.A.O.L. has a specific item the M.E.G. needs.
== Entrances and Exits ==
=== Entrances ===
* Walking into a patch of abnormally tall grass in [[Level 9]] will cause one to be sent here.
* Finding an elevator on [[Level 20]] and going to floor 10 has a chance of sending one to '''Level 10'''
* No-clipping through gate 10 in [[Level 36]] sends one to '''Level 10'''
=== Exits ===
* In '''Level 10''', there may be city lights that appear as if they were miles away. Approaching these lights will provide entry to [[Level 11]] with an abrupt and sudden transition.
* Entering a large, deep hole will lead to [[Level 8]].
----
{{Author|[[User:Xboy1|Xboy1]]
Draft by [[User:Beaconhair2226|Beaconhair2226]]|The first picture, "[https://www.flickr.com/photos/9998127@N06/8698356088 Another look at the foggy field]" by Bill Abbott, is licensed under CC BY-SA 2.0
The second picture, "[https://www.flickr.com/photos/oatsy40/48423262346/ Field]" by oatsy40 is licensed under CC BY-SA 2.0}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]]
{{Redirect|prev=Level 9|next=Level 11}}
481c37098d34c951cb62815772057eadfe7d75f1
User:Haxord
2
149
541
2024-05-29T10:43:02Z
Haxord
18
Created page with "{{DISPLAYTITLE: Haxord}}"
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
aee211f34bed26e2d95f75bdaea362cd0785c632
543
541
2024-05-29T10:55:01Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
I was the fourth original member of [[https://lostrealities.miraheze.org/wiki/Main_Page|The Lost Realities]].
[[File:Haxord.png|thumb]]
2a4ee3cab5b939c0fa58bb258c13cf2ef99eb9a9
544
543
2024-05-29T10:56:05Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities].
[[File:Haxord.png|thumb]]
20d915cbc04ccf96e1d8e4baa5fc9444a3fe19da
545
544
2024-05-29T10:56:33Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
== About ==
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities].
[[File:Haxord.png|thumb]]
79b1816dbb0f66d17ea083698554eb97b6077fba
546
545
2024-05-29T10:59:15Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
== About ==
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [BeaconHair2226 | BeaconHair]
880604e5a534930aad8e434b3d3aec7cc4d230e8
547
546
2024-05-29T10:59:35Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
== About ==
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [BeaconHair2226|BeaconHair]
4da1a28bbfe8c18180b8107fbea9db15a1c30892
548
547
2024-05-29T10:59:54Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
== About ==
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
88c31054f6fbba390237eee194513292ac0e3115
549
548
2024-05-29T11:07:34Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4|Level 4]]
[[Level 5|Level 5]]
[[Level 8|Level 8]]
[[Level 9223372036854775807|Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
70d7d3ef4b3967c4282bfffb233127db04a438e0
550
549
2024-05-29T11:08:12Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
d3b924b21055fb358fda16902ac3e7715769e0e0
551
550
2024-05-29T11:09:23Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
0cea68d3167361cbbcfe6d7db80c2a2fd6d7a411
552
551
2024-05-29T11:09:39Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
c32e468661665a0b76e1b84e5e9aecf2b03dd3b7
553
552
2024-05-29T11:10:10Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
92be98f889fff9f401749aa9aeb9c1e4a202c8ac
554
553
2024-05-29T11:18:02Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
895f8736c4fe642f833cad2ca58ea13288c4fb81
The Uprooms
0
10
555
208
2024-05-29T11:28:59Z
Haxord
18
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Uprooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Zone List]]
|[[File:Smiler.png|border|200px|center|link=Anomaly List]]
|[[File:Almond2.png|border|200px|center|link=Object List]]
|-align="center" valign="top"
|width="50"|Levels
|width="50"|Entities
|width="50"|Objects
|}
b4fa71e0432c5aa6be87afcf42bbdcbaaa47422b
556
555
2024-05-29T11:29:32Z
Haxord
18
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Uprooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Zone List]]
|[[File:Smiler.png|border|200px|center|link=Anomaly List]]
|[[File:Almond2.png|border|200px|center|link=Object List]]
|-align="center" valign="top"
|width="50"|Zones
|width="50"|Anomalies
|width="50"|Items
|}
f1a340f6c32e0e99506937cc8aa7ff16bd7aeb79
557
556
2024-05-29T11:29:44Z
Haxord
18
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Uprooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Zone List]]
|[[File:Smiler.png|border|200px|center|link=Anomaly List]]
|[[File:Almond2.png|border|200px|center|link=Item List]]
|-align="center" valign="top"
|width="50"|Zones
|width="50"|Anomalies
|width="50"|Items
|}
059e7d74a0ae7e8a6b535dafd0ea8eb463dcaaf1
559
557
2024-05-29T11:37:09Z
Haxord
18
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Uprooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Zone List]]
|[[File:Anomalies.png|border|200px|center|link=Anomaly List]]
|[[File:Almond2.png|border|200px|center|link=Item List]]
|-align="center" valign="top"
|width="50"|Zones
|width="50"|Anomalies
|width="50"|Items
|}
53fc2eb4c93e23426c72628beb017d12c93a1510
561
559
2024-05-29T11:39:32Z
Haxord
18
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Uprooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Zone List]]
|[[File:Anomalies.png|border|200px|center|link=Anomaly List]]
|[[File:Items.jpg|border|200px|center|link=Item List]]
|-align="center" valign="top"
|width="50"|Zones
|width="50"|Anomalies
|width="50"|Items
|}
6b40ec625674e770ccb6a1b5df9e6a332e45d46b
562
561
2024-05-29T11:50:56Z
Haxord
18
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Uprooms'''''
|-align="center"
|[[File:Level 0.png|border|200px|center|link=Zone List]]
|[[File:Anomalies.png|border|200px|center|link=Anomaly List]]
|[[File:Zone 0.jpg|border|200px|center|link=Item List]]
|-align="center" valign="top"
|width="50"|Zones
|width="50"|Anomalies
|width="50"|Items
|}
f4c14899cbafce553c7ecca71a28bd1aed351bea
File:Anomalies.png
6
151
558
2024-05-29T11:36:53Z
Haxord
18
wikitext
text/x-wiki
Anomalies
4b2e6f5618af57c01e25038111a036d758481da7
File:Items.jpg
6
152
560
2024-05-29T11:39:16Z
Haxord
18
wikitext
text/x-wiki
Items
44d25b5d1b6d98c7d090ca3609aca11ae2815fa0
The Uprooms
0
10
563
562
2024-05-29T11:51:34Z
Haxord
18
wikitext
text/x-wiki
= What are the Uprooms? =
[[File:Zone 0.jpg|thumb|The first known image of the Uprooms.]]
The Uprooms is a nonsensical, impossible, and utterly confusing place. The non-Euclidean geometry, surreal spaces, and overall mind-bending nature makes for a constant reminder that you're not supposed to be here. It is a location that transcends all logic and possibility. A Reality that is completely unreal. A series of staircases with their own gravity, an endless void with millions of doors, or a room floating in a cloudy sky, all examples of what can be found in this disorienting realm.
Despite everything, though, the Uprooms has one redeeming quality, one not found in any of the other Lost Realities. Reliable exits, while still extremely rare, are confirmed to exist in the Uprooms. No matter what happens, never lose hope. There is still a chance for you to escape this unexplainable purgatory.
<br>
-----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Uprooms'''''
|-align="center"
|[[File:Zone 0.jpg|border|200px|center|link=Zone List]]
|[[File:Anomalies.png|border|200px|center|link=Anomaly List]]
|[[File:Items.jpg|border|200px|center|link=Item List]]
|-align="center" valign="top"
|width="50"|Zones
|width="50"|Anomalies
|width="50"|Items
|}
74d71da42717f43b90dcba520a7bb0db0283f035
Zone List
0
98
564
495
2024-05-29T11:52:03Z
Haxord
18
wikitext
text/x-wiki
= Zones =
== 0-99 ==
Zone 0 - “The Complex Complex”
[[Zone 1]] - "Out of Place"
Zone 2 - "Perfection"
Zone 3 - "The Fifth Season"
Zone 4 - "Timeless"
Zone 5 - "Don't Look"
Zone 6 - "Up Above"
Zone 7 - "Fearless"
Zone 8 - "Childhood"
Zone 9 - "Connected"
Zone 10 - "Make or Break"
Zone 11 - "New Past"
<span style="color: orange">↪</span> Zone 11.5 - "Old Future"
Zone 12 - "The Computer"
Zone 13 - "So far, yet so close"
Zone 14 - "Torment"
Zone 15 - "Sunken"
Zone 14 - "Eyebleach"
Zone 15 - "Road Trip"
Zone 16 - "Eye Surgery"
Zone 17 - "Arachnophobia"
Zone 18 - "Movie Theater"
Zone 19 - "Chlorine Beach"
Zone 20 - "The Motel"
Zone 21 - "Look Up"
Zone 22 - "Living Halls"
Zone 23 - "Video Game"
Zone 24 - "Nyctophobia"
Zone 25 - "Old Times"
Zone 26 - "The Timer"
[[Zone 27]] - "Space of Babel"
Zone 28 - "Confined"
Zone 29 - "Released"
Zone 30 - "Spreading"
== Enigmatic Zones ==
The Door Space
The Whiteout
f0edede7f8b79369da73a47363bb5d497ab8802a
File:Zone 1.jpg
6
153
565
2024-05-29T12:54:50Z
Haxord
18
wikitext
text/x-wiki
Zone 1
9f718f57fa8adfd0b0a50301357f7ca346996a67
Zone 1
0
154
566
2024-05-29T12:58:29Z
Haxord
18
Created page with "{{DISPLAYTITLE: Zone 1: "Out of Place"}} {{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Entity Appearances}} ==Description== [[File:Zone 1.jpg|thumb]]"
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Entity Appearances}}
==Description==
[[File:Zone 1.jpg|thumb]]
4d0b42f29d1f5cdaa13ecfa8c0ca52d99ff7129d
567
566
2024-05-29T12:59:44Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Entity Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
7d6fafab6fceb0c7c6b9c14224cfbd19579801b8
568
567
2024-05-29T13:01:45Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment.
2807dd93b53cf5d71d44f7d7429b275afd3a8201
569
568
2024-05-29T13:08:43Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generate more spaces as one wanderers throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
ca56b7b535cd226b940f5cb32c7c56ac52a035e6
577
569
2024-05-29T13:24:57Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generate more spaces as one wanderers throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
a95c289763f099e6371ee80baece851ae871f03f
579
577
2024-05-29T13:33:11Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generate more spaces as one wanderers throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. Sationary Anomalies like [[Anomaly_4|Ceiling Lights]] however, will remain in their location
22c3926fc85e01939d256b1e72c2f80d1c26521b
582
579
2024-05-29T13:49:05Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generate more spaces as one wanderers throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Most anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. Sationary Anomalies like [[Anomaly_4|Ceiling Lights]] however, will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
184b6421a27e9d0cdcecba764ee204bcd2b26edd
583
582
2024-05-29T13:50:09Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generate more spaces as one wanderers throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Most anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] however, will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
66ff5b1282c91a306f380ea96fc2aa7d29658659
584
583
2024-05-29T13:51:26Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
==Description==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Most anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] however, will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
c00948c3c3009975ddf8b0f7365eba12eb2cd1ee
586
584
2024-05-29T13:54:18Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Most anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] however, will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
c9c0064a85cc16096f153264cc209b9313008237
587
586
2024-05-29T13:59:38Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces, all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
8bb2e4e2305d8b952183c17f933c8521b624792c
589
587
2024-05-29T14:14:52Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
[[File:The Lobby.jpg|thumb|The Lobby]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around it's walls. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
54dfc9f39780932f7efe11a621cb38b05c9eaf51
590
589
2024-05-29T14:19:53Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
[[File:The Lobby.jpg|thumb|The Lobby]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around it's walls. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
0315d4fa87419bb4eeb8ddfd041e10c252b45763
591
590
2024-05-29T14:25:38Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
[[File:The Lobby.jpg|thumb|The Lobby]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around it's walls. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
*Reading a book backwards in [[Zone 25]] will provide entry to Zone 1.
===Exits===
*Finding a room with a stationary bicycle and decending the elevator behind it will restore the wanderers sanity, and lead them to [[Zone 2]].
*Hallucinating a door in "The Lobby", and attempting to open it will lead to [[Zone 20]].
edfd48fcb702c8a55ebcf4a9b88e31fbe0699a1e
592
591
2024-05-29T14:38:24Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
[[File:The Lobby.jpg|thumb|The Lobby]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around it's walls. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
*Reading a book backwards in [[Zone 25]] will provide entry to Zone 1.
===Exits===
*Finding a room with a stationary bicycle and decending the elevator behind it will restore the wanderers sanity, and lead them to [[Zone 2]].
*Hallucinating a door in "The Lobby", and attempting to open it will lead to [[Zone 20]].
---
{{Author|[[User:Haxord|Haxord]]| blank }}
{{Redirect|prev=Zone 0|next=Zone 2}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
da6675f7898346f9e7389d7261d360bbdfae45df
593
592
2024-05-29T14:43:14Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Zone 1.jpg|thumb|Photo of an indoor playground area that resides in the zone.]]
[[File:Zone 1 (1).jpg|thumb|Another image of a playground, with a doorway leading to a supermarket.]]
[[File:The Lobby.jpg|thumb|The Lobby]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around it's walls. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
*Reading a book backwards in [[Zone 25]] will provide entry to Zone 1.
===Exits===
*Finding a room with a stationary bicycle and decending the elevator behind it will restore the wanderers sanity, and lead them to [[Zone 2]].
*Hallucinating a door in "The Lobby", and attempting to open it will lead to [[Zone 20]].
---
{{Author|[[User:Haxord|Haxord]]|[https://www.reddit.com/r/LiminalSpace/comments/vfiopn/semiindoor_playground_sorry_for_the_quality_it/ r/Liminal Spaces u/HumanthePerson3] - [https://www.google.com/imgres?imgurl=https%3A%2F%2Fi.ytimg.com%2Fvi%2FZ9cGywjB32E%2Fmaxresdefault.jpg%3Fsqp%3D-oaymwEmCIAKENAF8quKqQMa8AEB-AH-CYAC0AWKAgwIABABGGUgWShBMA8%3D%26rs%3DAOn4CLCZNRGmDOALarHiOXFRc_oLWGE1Nw&tbnid=RoHfEq-6h16wdM&vet=12ahUKEwj9q-7pi Mint] - [https://www.reddit.com/r/LiminalSpace/comments/xdoxen/liminal_residence_hall_lobby_at_my_friends/ r/Liminal Spaces u/binkymcc]}}
{{Redirect|prev=Zone 0|next=Zone 2}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
303372b7fa9927bb8389f35109519dc332626dd2
595
593
2024-05-29T15:04:28Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Image.jpg|thumb|A boiler room, with a door leading to an office hallway.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around it's walls. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
*Reading a book backwards in [[Zone 25]] will provide entry to Zone 1.
===Exits===
*Finding a room with a stationary bicycle and decending the elevator behind it will restore the wanderers sanity, and lead them to [[Zone 2]].
*Hallucinating a door in "The Lobby", and attempting to open it will lead to [[Zone 20]].
---
{{Author|[[User:Haxord|Haxord]]|First image, "The Backrooms," is from an unknown source.
Second image, "The Redrooms": [https://scutoidbox.wdfiles.com/local--files/red-rooms/eggrooms-2.jpg Eggrooms 2] by egglord is released under CC-BY-SA-3.0
}}
{{Redirect|prev=Zone 0|next=Zone 2}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
9ce699f1333498c2d9ebb10fc81e3e8efc1db7e9
596
595
2024-05-29T15:05:59Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Image.jpg|thumb|A boiler room, with a door leading to an office hallway.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around it's walls. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Wanderers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
*Reading a book backwards in [[Zone 25]] will provide entry to Zone 1.
===Exits===
*Finding a room with a stationary bicycle and decending the elevator behind it will restore the wanderers sanity, and lead them to [[Zone 2]].
*Hallucinating a door in "The Lobby", and attempting to open it will lead to [[Zone 20]].
---
{{Author|[[User:Haxord|Haxord]]|Image used: "LIMINAL SPACES" by T. Velazco is released under CC-BY-SA-3.0
}}
{{Redirect|prev=Zone 0|next=Zone 2}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
6ba587b293a0335597140656a499841d3343e388
File:Haxord1.png
6
155
570
2024-05-29T13:14:52Z
Haxord
18
wikitext
text/x-wiki
Haxord1
087fa21cc7af22eea6d6255e8e73545982aeb0f3
User:Haxord
2
149
571
554
2024-05-29T13:16:03Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.jpg|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
e1bbefd1b197b74853dcf174b31e01fc674651ef
572
571
2024-05-29T13:16:23Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
8cb7e519985108dd678f5165be8963849d11651c
573
572
2024-05-29T13:17:15Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
186968e61d6950fd17585208e8919415deab26ee
597
573
2024-05-29T15:10:08Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
a218d9f4c3ea2a6baf5dacd9061df05f4b6e25e5
598
597
2024-05-29T15:12:13Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:BeaconHair2226|BeaconHair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
a5bb91128a3c67c5297d35aa68561a4f778b9f63
599
598
2024-05-29T15:12:57Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. So far I have written a decent amount of articles and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
b6ef3d5b31d7c51ad7c659307e85da60dc97b94f
600
599
2024-05-29T15:21:47Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
of
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
91b74ad9947d898f5588ac8e36cafce6c53fa1e1
601
600
2024-05-29T15:22:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of the Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
b38dbf34356df7b38744988cc0972493fc676c24
602
601
2024-05-29T15:23:12Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of The Backrooms community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about The Bakcrooms. I have always wanted to create and write levels myself, so I am glad to be part of the Lost Realities Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of The Uprooms, as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
4110b0adeb36275676bfa8b983a4785c7734e33c
603
602
2024-05-29T15:24:43Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Bakcrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of the [[Main_Page|Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
91d6c88ff0a9a64c4f5d054a2452a000cc464f90
604
603
2024-05-29T15:26:34Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[https://lostrealities.miraheze.org/wiki/The_Backrooms|The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[https://lostrealities.miraheze.org/wiki/The_Backrooms|The Bakcrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of the [http://Main_Page|The%20The%20Lost%20Realities Lost Realities] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
5c9e8ae8eb0191e7d49f525c1b599220992ca96d
605
604
2024-05-29T15:28:59Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[https://lostrealities.miraheze.org/wiki/The_Backrooms|The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[https://lostrealities.miraheze.org/wiki/The_Backrooms|The Bakcrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of the [http://Main_Page|The%20The%20Lost%20Realities Lost Realities] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
983f8a2ec1f14ee560a3dbf28e86ec72208c0949
606
605
2024-05-29T15:29:18Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [https://lostrealities.miraheze.org/wiki/The_Backrooms|The Backrooms] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [https://lostrealities.miraheze.org/wiki/The_Backrooms|The Bakcrooms]. I have always wanted to create and write levels myself, so I am glad to be part of the [http://Main_Page|The%20The%20Lost%20Realities Lost Realities] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
354c283e4357e87249e00417dbbe63d368f2eee5
607
606
2024-05-29T15:29:59Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [https://lostrealities.miraheze.org/wiki/The_Backrooms|The Bakcrooms]. I have always wanted to create and write levels myself, so I am glad to be part of the [http://Main_Page|The%20The%20Lost%20Realities Lost Realities] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
479701b397f65ddef37893bfb709fc713e189668
608
607
2024-05-29T15:31:10Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of the [[Main_Page]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
32e8b3225ef99d0be82574ac0200e07eba124711
609
608
2024-05-29T15:31:33Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of the [[Main_Page|Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [https://lostrealities.miraheze.org/wiki/Main_Page%7CThe The Lost Realities] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
248215f02ae056ee2edd4603c765316c7646733e
610
609
2024-05-29T15:32:29Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [[Main_Page|The Lost Realities]], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of [[Main_Page|The Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [[Main_Page|The Lost Realities]] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== The Backrooms ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== The Uprooms ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
c2e6ac29eedd7427dabf9193c181258a1c85ca2f
611
610
2024-05-29T15:32:53Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [[Main_Page|The Lost Realities]], after being invited by [[User:Beaconhair2226|Beaconhair]]
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of [[Main_Page|The Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [[Main_Page|The Lost Realities]] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== [[The Backrooms]] ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== [[The Uprooms]] ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_22|Radios]]
7c7640ac6b74d10e68fd415540c4581794378420
Level 0.2
0
59
574
490
2024-05-29T13:18:05Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[[File:The Dolm.jpg|thumb|The Dolm Myth. Presence of an unknown entity is theorized in the background]]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
{{Redirect|prev=Level 0.1|next=Level 0.3}}
{{Author|[[User:Haxord|Haxord]]| r/backrooms u/mattstudiosanimation - r/backrooms u/TaOI_61}}
19e10d4b27224de8a971f2ede0bc2b3db014ca73
612
574
2024-05-29T15:41:50Z
Haxord
18
wikitext
text/x-wiki
</div></center></big><br>
{{Class 2|environment=2/5 - Barren of Resources|exit=4/5 - Extremely Rare Exits|creature=0/5? - Constant Dread}}
[[File:Level 0.2.jpg|thumb|Level 0.2 is a sublevel of Level 0.]]
[[File:Level 0.2 (2).jpg|thumb|A photograph of Level 0.2 by u/mattstudiosanimation]]
===Description===
Level 0.2 is an infinite complex, similar to its parent level, Level 0. Level 0.2’s main difference from its original counterpart is the red, dry carpet, the clean, white walls, and the absence of the irritating light buzzing sound. Entry to the level is provided if one attempts to noclip in Level 0 if they have suffered a wound in the last 2 hours.
No-Clipping into the sublevel will drop a wanderer in the same area they were in Level 0 before they No-Clipped. Many believe that, because of this, they never actually left Level 0, and that the carpet changed its color. The layout of Level 0.2 is the same as the layout of its original level. This can be very confusing, as seen in the photo above.
In many places, “EXIT” signs can be found, hanging above doors that only reveal more of the sublevel. These signs and doors, however, do not exist in Level 0, and simply appear on the walls and ceiling of Level 0.2.
Level 0.2 does not have the horrid, mind-melting effects of Level 0, only an overhauling sense of dread can be felt while wandering the sublevel’s corridors. This effect likely exists due to the immersive quiet that takes over the sublevel.
The Red Rooms can also be found in Level 0.2. They have the same effects as they do in Level 0.
===The Dolm/Care Myth===
Sometime in 2022, a Reddit user named u/TaOI_61 made a post on the r/backrooms subreddit.
The title is as follows:
Level 0.2 Entity ??? . ??? I’m not care?
Accompanied by a picture of Level 0.2, with a red, skinny creature, standing by a corner.
This left many users confused, as nothing like this had ever been discovered, and Level 0.2 was documented as “Devoid of Entities”. Some users protested in disbelief that this was an edited image. They believed that the original creator of this image used another fake entity, created by Kane Parsons, colored it red, and added it to the image, with minor changes. Others believed TaOi_61, nicknaming the creature “The Dolm” and some others named it “The Care” leaning into the title of the post. After some research, we are certain that “The Dolm” is not a real entity, simply just a myth. Currently, an investigation is in motion, to find the original, unedited image.
[[File:The Dolm.jpg|thumb|The Dolm Myth. Presence of an unknown entity is theorized in the background]]
===Entities===
As mentioned before, Level 0.2 is completely devoid of entities.
===Colonies and Outposts===
Due to the same reasons as Level 0, inhabiting Level 0.2 is impossible.
===Entrances and Exits===
Entrances
*No-Clipping in Level 0, after suffering a wound for at most 2 hours, will drop one here.
*Finding and entering an elevator on Level 0.1 will lead here.
Exit
*Going through the elevator that you entered has a 5% chance of leading back to level 0.1. The remaining 95% will teleport the wanderer to You Cheated.
*No-Clipping into the carpet will lead back to Level 0.
{{Redirect|prev=Level 0.1|next=Level 0.3}}
{{Author|[[User:Haxord|Haxord]]| r/backrooms u/mattstudiosanimation - r/backrooms u/TaOI_61}}
ef9cb5d4a41d13773b2b677ecb718b058e8a94c6
Level 4
0
82
575
460
2024-05-29T13:19:18Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
==Description==
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[User:Haxord|Haxord]]|Liminal Archives - r/backrooms u/[deleted] - Cry Responsibly (YouTube) - UX Collective - Tamelia-StickDesign - r/LiminalSpace u/TTungsteNN - Tumblr liminal-aesthetic}}
9e66a18e041639e307911b3cb387f31ba0751c4f
Anomaly List
0
137
578
498
2024-05-29T13:33:08Z
Haxord
18
wikitext
text/x-wiki
= Anomalies =
== 0-99 ==
Anomaly 1 - "Watchers"
[[Anomaly 2]] - "Reekers"
Anomaly 3 - "The Ten-Eyed Spider"
[[Anomaly 4]] - "Ceiling Lights"
Anomaly 5 - "Puppeteers"
Anomaly 6 - "Jukeboxes"
Anomaly 7 - "Clocks"
Anomaly 8 - "Mimics"
Anomaly 9 - "The Underneath"
Anomaly 10 - "Wingless Mosquitos"
Anomaly 11 - "Computer Files"
Anomaly 12 - "Addiction"
Anomaly 13 - "Televisions"
<span style="color: orange">↪</span> Anomaly 13.2 - "DVD Players"
Anomaly 14 - "Hunter Cockroaches"
Anomaly 15 - "Fake Friends"
Anomaly 16 - "Depression"
Anomaly 17 - "Playgrounds"
Anomaly 18 - "Telephones"
Anomaly 19 - "Chasers"
Anomaly 20 - "DVD Discs"
Anomaly 21 - "Toy Fish"
[[Anomaly 22]] - "Radios"
Anomaly 23 - "Outside"
Anomaly 24 - "The Killer of Zone 20"
Anomaly 25 - "Rupters"
Anomaly 26 - "Cupboard Spiders"
Anomaly 27 - "U.S.G. : Uprooms Safety Group"
Anomaly 28 - "Electronic Devices"
Anomaly 29 - "The Silence"
Anomaly 30 - "Classrooms"
Anomaly 31 - "Man's Best Friends"
Anomaly 32 - "Nothing at All"
Anomaly 33 - "Mirrors"
Anomaly 34 - "Toys"
Anomaly 35 - "Phobias"
Anomaly 36 - "Headless Horses"
Anomaly 37 - "Undenprol Locaustroline"
Anomaly 38 - "Anthony"
Anomaly 39 - "Consoles"
<span style="color: orange">↪</span> Anomaly 39.1 - "Video Games"
Anomaly 78 - "fear"
e26c0f94c41443a0c7b9a877b23a0f5e04a76bba
585
578
2024-05-29T13:53:48Z
Haxord
18
wikitext
text/x-wiki
= Anomalies =
== 0-99 ==
Anomaly 1 - "Watchers"
[[Anomaly 2]] - "Reekers"
Anomaly 3 - "The Ten-Eyed Spider"
[[Anomaly 4]] - "Ceiling Lights"
Anomaly 5 - "Puppeteers"
Anomaly 6 - "Jukeboxes"
Anomaly 7 - "Clocks"
Anomaly 8 - "Mimics"
Anomaly 9 - "The Underneath"
Anomaly 10 - "Wingless Mosquitos"
Anomaly 11 - "Computer Files"
Anomaly 12 - "Addiction"
Anomaly 13 - "Televisions"
<span style="color: orange">↪</span> Anomaly 13.2 - "DVD Players"
Anomaly 14 - "Hunter Cockroaches"
Anomaly 15 - "Fake Friends"
Anomaly 16 - "Depression"
Anomaly 17 - "Playgrounds"
Anomaly 18 - "Telephones"
Anomaly 19 - "Chasers"
Anomaly 20 - "DVD Discs"
Anomaly 21 - "Toy Fish"
[[Anomaly 22]] - "Radios"
Anomaly 23 - "Outside"
Anomaly 24 - "The Killer of Zone 20"
Anomaly 25 - "Rupters"
Anomaly 26 - "Cupboard Spiders"
Anomaly 27 - "U.S.G. : Uprooms Safety Group"
Anomaly 28 - "Electronic Devices"
Anomaly 29 - "The Silence"
Anomaly 30 - "Classrooms"
Anomaly 31 - "Man's Best Friends"
Anomaly 32 - "Nothing at All"
Anomaly 33 - "Mirrors"
Anomaly 34 - "Toys"
Anomaly 35 - "Phobias"
Anomaly 36 - "Headless Horses"
Anomaly 37 - "Undenprol Locaustroline"
Anomaly 38 - "Anthony"
Anomaly 39 - "Consoles"
<span style="color: orange">↪</span> Anomaly 39.1 - "Video Games"
Anomaly 78 - "fear"
060f4731a5c9f0f311045a78aac84b1482b21b71
Anomaly 4
0
157
580
2024-05-29T13:33:26Z
Haxord
18
Created page with "test"
wikitext
text/x-wiki
test
a94a8fe5ccb19ba61c4c0873d391e987982fbbd3
581
580
2024-05-29T13:37:24Z
Haxord
18
Blanked the page
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
615
581
2024-05-30T11:48:47Z
Haxord
18
wikitext
text/x-wiki
[[DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Ceiling Light.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]]]]
31ecc65153083e54fe808f462c7f4ed39336d499
File:Image.jpg
6
159
594
2024-05-29T15:03:34Z
Haxord
18
wikitext
text/x-wiki
image
0e76292794888d4f1fa75fb3aff4ca27c58f56a6
User:Xboy1/sandbox
2
160
613
2024-05-29T16:52:46Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Zone 0: "The Complex Complex"}} <center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"Doors, hallways, or staircases may appear randomly in familiar places, such as your home or right outside in the street. Entering one of these out-of-place anomalies will send you to the Uprooms, a place that knows no order, no rules to follow, no rhyme or reason, the purest..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Zone 0: "The Complex Complex"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"Doors, hallways, or staircases may appear randomly in familiar places, such as your home or right outside in the street. Entering one of these out-of-place anomalies will send you to the Uprooms, a place that knows no order, no rules to follow, no rhyme or reason, the purest form of chaos. The endless halls that twist in impossible ways, bottomless pits that loop forever, or areas that show that even which way is down could be a variable in this mind-boggling realm.
''Nothing here is right. Nothing about this place is normal. The Uprooms makes it known that you are not supposed to be here."''
</div></center></big>
{{Class 2|creature=0/5 - Devoid of Anomalies|creaturename=Anomaly}}
==Description==
[[File:Zone 0.jpg|thumb|The first known image of '''Zone 0''', and, by extension, the Uprooms.]]
b40d36b975f1453fb9ee4875d2da1ea5d7b2e5cc
File:Anomaly 4.png
6
162
616
2024-05-30T16:29:36Z
Haxord
18
wikitext
text/x-wiki
Anomaly 4
291076f92ad7eafec07a2c824b7d13bb382b4d10
Anomaly 4
0
157
617
615
2024-05-30T16:37:46Z
Haxord
18
wikitext
text/x-wiki
[[DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]].
7f5d877ae3b66b647c1fd2b5d9a33c44781f3888
618
617
2024-05-30T17:02:20Z
Haxord
18
wikitext
text/x-wiki
[[DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]]
2bbb36d444c2e63c67dfb4bf0baede37e50666e3
619
618
2024-05-30T17:16:33Z
Haxord
18
wikitext
text/x-wiki
[[DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replacesed by a rotten, gloomy green.
681a8199b74580d0fc1121037e8e30838f657397
622
619
2024-05-30T17:52:04Z
Haxord
18
wikitext
text/x-wiki
[[DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green.
2f0ec460aebdc1af2cf039a7634df98e5e73a22e
647
622
2024-06-02T09:12:57Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4, seemingly barbed, branches, with sharp leaves.
6d30f74d1a4ea9011f51d927e4f910ad96c2915f
648
647
2024-06-02T10:31:35Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves.
26b0134174e2ece2a072da35ae8419c0b2a76922
649
648
2024-06-02T10:34:24Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stems branch out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location.
a71343a70f773fc87ada186b838c3025242355d2
650
649
2024-06-02T10:41:24Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stems branch out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills the already empty space with its vantablack void.
2f90cbbc7f575897496408cced7c8f24771ee3bc
651
650
2024-06-02T10:41:56Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills the already empty space with its vantablack void.
413332d62795b089b7017fa4c35e8fc2e8b48afb
652
651
2024-06-02T10:43:13Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with its vantablack void.
118866f5b98b54a4b46c578b6e07a5d69297a6a7
653
652
2024-06-02T10:43:27Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void.
ea8eaeb5fd66072a39a1ffdb2f382104718b6843
654
653
2024-06-02T10:47:54Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in wanderers that may not even be afraid of incects.
086893567c29ff66384932c4a54e3c434560eeb8
655
654
2024-06-02T10:51:45Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
cdf702faf9e388b2259baaea912030d6706260a9
656
655
2024-06-02T10:55:35Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]].
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
69c4d4004f915d5e49cfa3181f18b5cbe1235030
658
656
2024-06-02T11:12:34Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, alredy occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's scream, it will do everything in its ability to find the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
cd1969476e224acad0022cf13f6b25e2e46247a7
659
658
2024-06-02T11:13:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's scream, it will do everything in its ability to find the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
fed91eb1f3869ddade2d2759d0578d00b802d57d
660
659
2024-06-02T11:33:02Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's scream, it will do everything in its ability to find the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies will feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid coming near them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue. Their tongue is bigger and stickier that the one of a frog. Once their prey is captured, they will retract their tongue into their body, untill the roamer is inevident. They will then seal their mounth shut
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
1e37af1c259b4656679af983f43d7a5f0bb6887a
661
660
2024-06-02T12:55:38Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's scream, it will do everything in its ability to find the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies will feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid coming near them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue. Their tongue is bigger and stickier that the one of a frog. Once their prey is captured, they will retract their tongue into their body, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal gap of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
6a56b00a13aa8bcf8158fb364851296e28edc546
662
661
2024-06-02T12:57:41Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's scream, it will do everything in its ability to find the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies will feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid coming near them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue. Their tongue is bigger and stickier that the one of a frog. Once their prey is captured, they will retract their tongue into their body, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal gap of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
12f916621edfadd8b62974c20f291cd3474ccfe0
663
662
2024-06-02T13:00:14Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's scream, it will do everything in its ability to find the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies will feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid coming near them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue. Their tongue is bigger and stickier that the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal gap of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
32e926130be992d7cafc3dac37349f6ec14af8da
664
663
2024-06-02T13:04:59Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal gap of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
d381530ed75480c32998fc97137e05f1c12bee21
Level List
0
21
620
159
2024-05-30T17:20:12Z
KKMidgardKk
8
/* 0-99: */ added Level 30 to the list
wikitext
text/x-wiki
= Levels =
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> [[Level 6.1]] - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
[[Level 9]] - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
Level 30 - "Aquatic Cycles"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
== 300-399: ==
Level 330 - "A Stroke of Colour"
Level 337 - "The Inferno"
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
== 700-799: ==
[[Level 790]] - "Disguised Finale"
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
f11bd16324df162ff22ff95965fde31bf842491e
644
620
2024-05-31T01:18:59Z
KKMidgardKk
8
/* 0-99: */
wikitext
text/x-wiki
= Levels =
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> [[Level 6.1]] - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
[[Level 9]] - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
[[Level 30]] - "Aquatic Cycles"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
== 300-399: ==
Level 330 - "A Stroke of Colour"
Level 337 - "The Inferno"
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
== 700-799: ==
[[Level 790]] - "Disguised Finale"
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
c728741914f8d1212ce846292b0fb20c281a56c5
Level 4
0
82
621
575
2024-05-30T17:50:33Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 4: "Abandoned Office"}}
{{Class 0|environment=0/5 - Soothing Enviroment|exit=0/5 - Mappped Exits|creature=0/5 - Helpful Entities}}
==Description==
[[File:Level 4.jpg|thumb|A photograph of '''Level 4'''.]]
'''Level 4''', also known as “Abandoned Office,” takes the appearance of an early 2000’s office building. This office building has dry, dark blue carpet for flooring and white concrete for the walls. Fluorescent lights and sunlight from windows light up the level. The level also contains security cameras every few kilometers. '''The Office''' seems to extend forever, as no end has been documented. '''Level 4''' is completely devoid of hostile entities, and the only entity encounters have been a safe variant of [[Entity 2]], Windows.
'''The Office''' is empty in most areas, with no presence of chairs, tables, or cubicles. However, one may occasionally find rooms that are completely furnished in the same manner as a typical office on Earth. Vending machines that dispense food items such as [[Object 1|Almond Water]] and [[Object 6|Moth Jelly]] can also be found.
Every once in a while, one will come upon some smaller rooms, which contain various supplies. These supplies range from [[Object 1|Almond Water]] to [[Object 2|Level Keys]].
One of the most notable parts of '''Level 4''' is its weather, daylight cycle, and seasons. Looking outside a window will show a sky completely covered by clouds. '''The Office''' is constantly raining, although the intensity varies depending on the season.
==Seasonal Stages==
The seasons in '''Level 4''' work exactly like on Earth, with it cycling through Spring, Summer, Fall, and Winter every 3 months.
===Spring===
During the Spring, the rain will fall at its hardest. '''The Office''' will be at a temperature of 68° Fahrenheit, and the lights will buzz slightly louder. Plants inside of the level appear slightly larger. Insects can also be present during this time.
===Summer===
During the Summer, the rain will only be a light drizzle, the clouds will lessen, and parts of the clear sky can even be visible. The level’s temperature will increase to about 77° Fahrenheit. The lights will buzz at the same frequency as Spring, but be the brightest than any other season.
===Fall===
During the Fall, the rain will become more powerful, but not more than in the Spring. Strong gusts of wind will show up, and can be heard from the inside. The clouds will also become darker, and thunderstorms will occasionally occur. '''Level 4''' will be cooled down to 60° Fahrenheit during this time, and the lights may flicker periodically.
===Winter===
During the winter, all of the effects in the Fall continue, but all rain will turn into snow, and the level will be at its coldest with a temperature averaging 52° Fahrenheit. The lights will be significantly quieter and dimmer and have even gone into a complete blackout on some occasions. The blackout usually lasts anywhere from 30 minutes to 4 hours.
==Daylight Stages==
[[File:Level 4 Midnight.jpg|thumb|'''Level 4''' during midnight]]
'''Level 4''', similarly to Earth, has a 24-hour day-night cycle, and the level changes based on the time of day.
===Daytime===
The most common stage of '''Level 4'''. During the daytime, the level is completely normal, with no changes being made to its layout.
===Afternoon===
One of the more common stages of '''the Office'''. During the afternoon, '''Level 4'''’s lights will be slightly dimmer. Minor changes will also be made to the level as wanderers roam. These include the appearance and disappearance of doors and the drawings of arrows pointing in random directions.
===Midnight===
Another one of the more common daylight stages of '''the Office'''. During midnight, the windows will be pitch black. The lights will be decently bright. An overwhelming sense of dread and monophobia will take over wanderers during this stage, although this effect can be negated when wandering in large groups. Another anomaly of midnight is the complete change of the level’s layout, along with the feeling of dread, this can be prevented if humans are within a 50-meter radius of the area. In some areas, completely pitch-black rooms can be found. Despite these effects, no entities can appear or materialize during any of the stages.
==Weather Stages==
As noted earlier, there is constant rain overtaking '''Level 4'''’s exterior. Therefore, the weather stages are built around it.
===Rainy===
The default weather of '''the Office'''. During this stage, the level will be completely normal.
===Stormy===
A common phenomenon in '''the Office'''. During stormy weather, the office lights will become dim. The sound of rainfall will become really loud, around 40 dB.
===Clear===
An extremely rare phenomenon of '''the Office'''. During this time, the rain will stop, and the clouds will go away. As a result, the level will be slightly brighter and hotter. The level will have a calmer feeling, and it is thought that the Sun of '''Level 4''' has this effect. Useful items will appear much more frequently in '''the Office''' when the weather is clear.
Other than the many stages of weather, seasons, and daylight that occur in '''the Office''', there are just as many rooms in '''the Office'''. These rooms are listed below.
==The Surveillance Room==
[[File:The Surveillance Room.jpg|thumb|The Surveillance Room]]
The Surveillance Room is one of the more known rooms in '''Level 4'''. The room consists of 6 computers on a wooden desk, and 35 feeds of footage can be seen on their screens. There are also 4 televisions behind the monitors, with about the same amount of footage. Since '''the Office''' goes on forever, with security cameras appearing frequently, there can be variable amounts of screens in the room. There is either more footage on each screen or an extra computer or TV. The Surveillance Room can be accessed through a “Surveillance” door.
==The Chair Room==
[[File:The Chair Room.jpg|thumb|The Chair Room]]
The Chair Room is well known in '''Level 4'''. It takes the appearance of a meeting room, with a large table in the center and chairs surrounding it. The room is very well furnished. On the table there are documents. These documents are filled with random words, ranging from misspelled words to curse words. The documents seem to be handwritten, but who has written them is unknown.
==The Staircase==
[[File:The Staircase.jpg|thumb|The Staircase]]
A much rarer room in '''the Office'''. This room is simply a staircase that has no end neither down, nor up. Every floor of the room is separated by 15 steps with a door on each floor, although it is always locked.
==The Employee Lounge==
[[File:The Employee Lounge.jpg|thumb|The Employee Lounge]]
[[File:Hallway.jpg|thumb|The Hallway leading to The Lounge]]
A beloved room on '''Level 4'''. The Lounge is an enclosed room with no windows. The Lounge consists of 3 couches around a small coffee table and a medium-sized water cooler. The Lounge can make wanderers feel calm, as the name implies. This room can be accessed through a large hallway with a door at the end of it.
==Colonies and Outposts==
===M.E.G. Base Omega===
The second most important base of [[the M.E.G.]], and is where about a third of the members live. It was created June 2nd, 2000. Base Beta is in possession of many computers that they obtained from other parts of the level. Similarly to Base Alpha, Base Beta is heavily guarded and contains many important documents.
==Entities==
===[[Entity 2|Windows]]===
[[Entity 2|Windows]] are the only entities present on '''Level 4'''. However, unlike most levels, all instances of [[Entity 2]] are Memory Windows, the safest variant.
Memory Windows show a certain scene that is personalized for each wanderer. The scene most commonly represents a wanderer’s good memories, but may also be a place that the wanderer finds beautiful. Every few minutes, the scene behind the window will slowly shift to show something else, and what it shows follows the same rules as previously stated.
People often go to Memory Windows to reminisce on their old life in [[the Frontrooms]], but looking out the window may also have some other effects. One’s wounds and injuries will slowly heal, and they may begin to feel more hopeful and optimistic, improving their overall psyche and preventing [[Phenomenon 2|The Wretched Cycle]]. Many useful items are frequently found around these windows, such as Almond Water or first aid kits. It is unknown why, as this effect has only been observed in '''Level 4''', and no source of the items has been found.
==Entrances and Exits==
===Entrances===
*Venturing through an office hallway in [[Level 3]] will send one here.
*Noclipping through a blue carpet in [[Level 1]] will transport one to '''Level 4'''.
===Exits===
*Entering a well-decorated door will lead to [[Level 5]].
*Running on a part of a wet carpet will cause one to no-clip into [[Level 37]].
*Jumping through an open window will lead to [[Level 4.1]].
{{Redirect|prev=Level 3|next=Level 5}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Safe]] [[Category:The Main Nine]]
{{Author|[[User:Haxord|Haxord]]|Liminal Archives - r/backrooms u/[deleted] - Cry Responsibly (YouTube) - UX Collective - Tamelia-StickDesign - r/LiminalSpace u/TTungsteNN - Tumblr liminal-aesthetic}}
2490e4234f95ebd38d67af31385bc0c96abdac76
Level 30
0
163
623
2024-05-30T17:57:14Z
KKMidgardKk
8
epik level 30 sandboc
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=2/5 - Unsafe Environment|creature=2/5 - Uncommon Entity Appearances|exit=3/5 Rare Exits}}
fde449e85fa8d1e639da061a4e71493e72bc8e2f
628
623
2024-05-30T18:50:45Z
KKMidgardKk
8
more epik additions
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=2/5 - Unsafe Environment|creature=2/5 - Uncommon Entity Appearances|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|The pool area of '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple sections with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]]. The sections of this level contain objects commonly encountered on these, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc.
252ed8ad280fcefc8cbad6570e9511b474450266
637
628
2024-05-30T20:55:09Z
KKMidgardKk
8
t
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=2/5 - Unsafe Environment|creature=2/5 - Uncommon Entity Appearances|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]].
== The Pool Areas ==
The Pool Areas of this level is the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually very dimly lit, but not dark enough to significantly difficult exploration. The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== The Hallways ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former 2 can be found inside lockers, both in the pool areas and the hallways.
e73ff8528c35ae018c1d4d236dd63507aee4cf80
638
637
2024-05-30T23:41:10Z
KKMidgardKk
8
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=2/5 - Unsafe Environment|creature=2/5 - Uncommon Entity Appearances|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]].
== The Pool Areas ==
The Pool Areas of this level is the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually very dimly lit, but not dark enough to significantly difficult exploration. The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== The Hallways ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
In order to open the steel doors that prevent them from entering The Hallways section of the level, wanderers will have to find hidden buttons switches and levels scattered around the Pool Areas they no-clip into. These can come in various forms, they may be hidden anywhere in the level, such as inside pools, on the structure of slides, disguised as regular light switches, and many more iterations. When the right switch is activated, it will produce a beeping sound, indicating that it has been successfully triggered. However, these switches will never open one's own Pool Area door. They will free other wanderers from their own zones, and they will have to help each other in order to escape the level.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former two can be found inside lockers, both in the pool areas and the hallways.
4b446768168c6a2258238c11d98afb4b6496f945
639
638
2024-05-30T23:44:21Z
KKMidgardKk
8
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=3/5 - Dangerous Environment|creature=0/5 - Devoid of Entities|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]].
== The Pool Areas ==
The Pool Areas of this level is the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually very dimly lit, but not dark enough to significantly difficult exploration. The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== The Hallways ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
In order to open the steel doors that prevent them from entering The Hallways section of the level, wanderers will have to find hidden buttons switches and levels scattered around the Pool Areas they no-clip into. These can come in various forms, they may be hidden anywhere in the level, such as inside pools, on the structure of slides, disguised as regular light switches, and many more iterations. When the right switch is activated, it will produce a beeping sound, indicating that it has been successfully triggered. However, these switches will never open one's own Pool Area door. They will free other wanderers from their own zones, and they will have to help each other in order to escape the level.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former two can be found inside lockers, both in the pool areas and the hallways.
9d1a41c6f70110b772efc374d547bade1dee591a
640
639
2024-05-31T01:14:21Z
KKMidgardKk
8
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=3/5 - Dangerous Environment|creature=0/5 - Devoid of Entities|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]]. The floors are made of white tiles, and the walls are made of concrete. These do not seem to wear down with time.
Inside this level, two different areas are present. The Pool Areas, and The Hallways.
== '''The Pool Areas''' ==
The Pool Areas of this level are the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually dimly lit, but not dark enough to significantly difficult exploration.
The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== '''The Hallways''' ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways.]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
In order to open the steel doors that prevent them from entering The Hallways section of the level, wanderers will have to find hidden buttons switches and levels scattered around the Pool Areas they no-clip into. These can come in various forms, they may be hidden anywhere in the level, such as inside pools, on the structure of slides, disguised as regular light switches, and many more iterations. When the right switch is activated, it will produce a beeping sound, indicating that it has been successfully triggered.
However, these switches will never open one's own Pool Area door. They will free other wanderers from their own zones, and they will have to help each other in order to escape the level, adapting to where the Hallways take them. The buttons can either open up another wanderer's Pool Zone, or open up blocked Hallways sections, which can eventually lead to exits.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former two can be found inside both the Pool Areas and The Hallways.
== Entities ==
So far, there have not been any records of entities in this level.
== Colonies and Outposts ==
While there have been attemps to create outposts on '''Level 30''', they all failed due to the lack of resources in the latter and the difficulty to bring resources from exterior levels.
== Entrances and Exits ==
=== Entrances ===
Finding a door labeled "Swimming Pool" on [[Level 29]] will lead one here.
Finding a blue slide inside one of [[Level 7]]'s floating houses and sliding down them will make wanderers exit the slide on this level.
=== Exits ===
Finding a colorfully decorated door in The Hallways will lead to [[Level 31]]
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
Hallways photo by '''waterywaterh2o''', r/LiminalSpace Discord server.
}}
ded780d18b0d8cdc5a6ddd9c706b238aa80b49a5
641
640
2024-05-31T01:16:33Z
KKMidgardKk
8
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=3/5 - Dangerous Environment|creature=0/5 - Devoid of Entities|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]]. The floors are made of white tiles, and the walls are made of concrete. These do not seem to wear down with time.
Inside this level, two different areas are present. The Pool Areas, and The Hallways.
== '''The Pool Areas''' ==
The Pool Areas of this level are the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually dimly lit, but not dark enough to significantly difficult exploration.
The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== '''The Hallways''' ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways.]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
In order to open the steel doors that prevent them from entering The Hallways section of the level, wanderers will have to find hidden buttons switches and levels scattered around the Pool Areas they no-clip into. These can come in various forms, they may be hidden anywhere in the level, such as inside pools, on the structure of slides, disguised as regular light switches, and many more iterations. When the right switch is activated, it will produce a beeping sound, indicating that it has been successfully triggered.
However, these switches will never open one's own Pool Area door. They will free other wanderers from their own zones, and they will have to help each other in order to escape the level, adapting to where the Hallways take them. The buttons can either open up another wanderer's Pool Zone, or open up blocked Hallways sections, which can eventually lead to exits.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former two can be found inside both the Pool Areas and The Hallways.
== Entities ==
So far, there have not been any records of entities in this level.
== Colonies and Outposts ==
While there have been attemps to create outposts on '''Level 30''', they all failed due to the lack of resources in the latter and the difficulty to bring resources from exterior levels.
== Entrances and Exits ==
=== Entrances ===
* Finding a door labeled "Swimming Pool" on [[Level 29]] will lead one here.
* Finding a blue slide inside one of [[Level 7]]'s floating houses and sliding down them will make wanderers exit the slide on this level.
=== Exits ===
* Finding a colorfully decorated door in The Hallways will lead to [[Level 31]]
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
Hallways photo by '''waterywaterh2o''', r/LiminalSpace Discord server.
}}
3df2c93664a6a7e85eec0f93d91eeb2f62fd1fc0
642
641
2024-05-31T01:17:10Z
KKMidgardKk
8
KKMidgardKk moved page [[User:KKMidgardKk/Sandbox/Level 30]] to [[Level 30]]
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=3/5 - Dangerous Environment|creature=0/5 - Devoid of Entities|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]]. The floors are made of white tiles, and the walls are made of concrete. These do not seem to wear down with time.
Inside this level, two different areas are present. The Pool Areas, and The Hallways.
== '''The Pool Areas''' ==
The Pool Areas of this level are the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually dimly lit, but not dark enough to significantly difficult exploration.
The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== '''The Hallways''' ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways.]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
In order to open the steel doors that prevent them from entering The Hallways section of the level, wanderers will have to find hidden buttons switches and levels scattered around the Pool Areas they no-clip into. These can come in various forms, they may be hidden anywhere in the level, such as inside pools, on the structure of slides, disguised as regular light switches, and many more iterations. When the right switch is activated, it will produce a beeping sound, indicating that it has been successfully triggered.
However, these switches will never open one's own Pool Area door. They will free other wanderers from their own zones, and they will have to help each other in order to escape the level, adapting to where the Hallways take them. The buttons can either open up another wanderer's Pool Zone, or open up blocked Hallways sections, which can eventually lead to exits.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former two can be found inside both the Pool Areas and The Hallways.
== Entities ==
So far, there have not been any records of entities in this level.
== Colonies and Outposts ==
While there have been attemps to create outposts on '''Level 30''', they all failed due to the lack of resources in the latter and the difficulty to bring resources from exterior levels.
== Entrances and Exits ==
=== Entrances ===
* Finding a door labeled "Swimming Pool" on [[Level 29]] will lead one here.
* Finding a blue slide inside one of [[Level 7]]'s floating houses and sliding down them will make wanderers exit the slide on this level.
=== Exits ===
* Finding a colorfully decorated door in The Hallways will lead to [[Level 31]]
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
Hallways photo by '''waterywaterh2o''', r/LiminalSpace Discord server.
}}
3df2c93664a6a7e85eec0f93d91eeb2f62fd1fc0
File:Zone 27.png
6
164
624
2024-05-30T18:13:39Z
EquinoxLR
11
wikitext
text/x-wiki
fish
64875fcccaac069fcb3e0e201e7d5b9166641608
Zone 27
0
165
625
2024-05-30T18:22:24Z
EquinoxLR
11
Created page with "{{DISPLAYTITLE:Zone 27: "Space of Babel"}} '''{{Class 1|environment=1/5 - Safe Enviroment|exit=2/5 - Uncommon Exits|creature=0/5 - Devoid of Anomalies}} == Description == [[File:Zone 27.png|thumb|right|An image of Zone 27.]] '''Zone 27''', or by its designated name, '''Space of Babel''', takes the shape of a desert filled with gray sand, the sky is purely white, except for the floating letters inside of it. The gray sand is a light, yet very durable variation of the Fr..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Zone 27: "Space of Babel"}}
'''{{Class 1|environment=1/5 - Safe Enviroment|exit=2/5 - Uncommon Exits|creature=0/5 - Devoid of Anomalies}}
== Description ==
[[File:Zone 27.png|thumb|right|An image of Zone 27.]]
'''Zone 27''', or by its designated name, '''Space of Babel''', takes the shape of a desert filled with gray sand, the sky is purely white, except for the floating letters inside of it.
The gray sand is a light, yet very durable variation of the Frontrooms sand, often making a rock sound when being stepped upon. The sky is thought to be the only natural light source in the zone. Despite being a light source, it does not harm a roamer’s eyes when being directly stared at. There are gentle winds that can be felt passing through the level. Upon feeling the wind passing through their skin, a roamer will feel a strange feeling of calmness and a desire to write a text, story or poem.
At all times, letters can be seen in the sky, they are divided into columns by very thin vertical lines. These letters are moving upwards endlessly, with new, seemingly random letters appearing below them.
=== The Babel Storm ===
'''The Babel Storm''' is an event that is thought to happen randomly in '''Zone 27'''.
The event consists of an increase on the strength of the winds inside the Zone, followed by an immense increase of speed on the velocity of how the letters move upwards. By the end of the event, the wind’s will lose their strength and the letters will lose their increase of speed, now changing into a different alphabet, the most common result are the latin alphabet and the greek alphabet, but other alphabets have been seen, such as the chinese one.
=== The Effect of Babel ===
'''The Effect of Babel''' is, as the name says, an effect that affects every roamer inside the zone.
Upon entering '''Zone 27''', or after a '''Babel Storm''', the roamer’s mind will be filled with the same letters that can be seen in the sky. While it is not lethal, this will give roamers mild head pain.
A few seconds after the mind is filled with letters, the roamer will forget their original language and, instead, speak a language that uses the alphabet that is currently in the sky. An example of this effect would be when the latin alphabet is displayed in the sky. Roamers have reported to speak English, Portuguese, Spanish, and all other languages that use such an alphabet.
Upon leaving '''Zone 27''', the roamer may feel the effects of it for a few hours, before being able to speak their original language again.
== Anomalies ==
Currently, no anomalies have been reported in '''Zone 27'''.
== Colonies and Outposts ==
While it's possible to establish a colony or outpost, the lack of resources and communication issues make it difficult, so no attempts have been made yet.
== Entrances and Exits ==
=== Entrances ===
Finding a clock with letters instead of numbers in Zone 26 and grabbing it.
=== Exits ===
Descending into quick sand will lead to Zone 28.
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]]
Thanks to: totallynotency. For helping me with the image.
}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
52c29b6623a7308922471b41b4c96493b861f729
626
625
2024-05-30T18:23:41Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Zone 27: "Space of Babel"}}
'''{{Class 1|environment=1/5 - Safe Enviroment|exit=2/5 - Uncommon Exits|creature=0/5 - Devoid of Anomalies|creaturename=Anomaly}}
== Description ==
[[File:Zone 27.png|thumb|right|An image of Zone 27.]]
'''Zone 27''', or by its designated name, '''Space of Babel''', takes the shape of a desert filled with gray sand, the sky is purely white, except for the floating letters inside of it.
The gray sand is a light, yet very durable variation of the Frontrooms sand, often making a rock sound when being stepped upon. The sky is thought to be the only natural light source in the zone. Despite being a light source, it does not harm a roamer’s eyes when being directly stared at. There are gentle winds that can be felt passing through the level. Upon feeling the wind passing through their skin, a roamer will feel a strange feeling of calmness and a desire to write a text, story or poem.
At all times, letters can be seen in the sky, they are divided into columns by very thin vertical lines. These letters are moving upwards endlessly, with new, seemingly random letters appearing below them.
=== The Babel Storm ===
'''The Babel Storm''' is an event that is thought to happen randomly in '''Zone 27'''.
The event consists of an increase on the strength of the winds inside the Zone, followed by an immense increase of speed on the velocity of how the letters move upwards. By the end of the event, the wind’s will lose their strength and the letters will lose their increase of speed, now changing into a different alphabet, the most common result are the latin alphabet and the greek alphabet, but other alphabets have been seen, such as the chinese one.
=== The Effect of Babel ===
'''The Effect of Babel''' is, as the name says, an effect that affects every roamer inside the zone.
Upon entering '''Zone 27''', or after a '''Babel Storm''', the roamer’s mind will be filled with the same letters that can be seen in the sky. While it is not lethal, this will give roamers mild head pain.
A few seconds after the mind is filled with letters, the roamer will forget their original language and, instead, speak a language that uses the alphabet that is currently in the sky. An example of this effect would be when the latin alphabet is displayed in the sky. Roamers have reported to speak English, Portuguese, Spanish, and all other languages that use such an alphabet.
Upon leaving '''Zone 27''', the roamer may feel the effects of it for a few hours, before being able to speak their original language again.
== Anomalies ==
Currently, no anomalies have been reported in '''Zone 27'''.
== Colonies and Outposts ==
While it's possible to establish a colony or outpost, the lack of resources and communication issues make it difficult, so no attempts have been made yet.
== Entrances and Exits ==
=== Entrances ===
Finding a clock with letters instead of numbers in Zone 26 and grabbing it.
=== Exits ===
Descending into quick sand will lead to Zone 28.
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:EquinoxLR|Equinox]]
Thanks to: totallynotency. For helping me with the image.
}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
8d0282da21054622de0daaa4b69060ab7fbb76f4
File:Aquatic cycles.jpg
6
166
627
2024-05-30T18:35:24Z
KKMidgardKk
8
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
User:Xboy1/sandbox
2
160
629
613
2024-05-30T19:07:31Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Zone 0: "The Complex Complex"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"Doors, hallways, or staircases may appear randomly in familiar places, such as your home or right outside in the street. Entering one of these out-of-place anomalies will send you to the Uprooms, a place that knows no order, no rules to follow, no rhyme or reason, the purest form of chaos. The endless halls that twist in impossible ways, bottomless pits that loop forever, or areas that show that even which way is down could be a variable in this mind-boggling realm.
''Nothing here is right. Nothing about this place is normal. The Uprooms makes it known that you are not supposed to be here."''
</div></center></big>
{{Class 2|creature=0/5 - Devoid of Anomalies|creaturename=Anomaly}}
==Description==
[[File:Zone 0.jpg|thumb|The first known image of '''Zone 0''', and, by extension, the Uprooms.]]'''Zone 0''', also known as "The Complex Complex," is a series of hallways and rooms arranged in a strange, abstract structure. The entirety of the level is made out of unknown, white substace which is very reflective and presumed to be some type of metal. Fluorescent lights are attached to the ceiling, and these are the only sources of light in the zone. These lights have a slight, but noticeable buzz, and it is the exact same for every light.
== Anomalies ==
No anomalies are present in '''Zone 0'''.
== Colonies & Outposts ==
Due to roamers not being able to meet in '''Zone 0''', no colonies or outposts exist.
== Entrances and Exits ==
=== Entrances ===
* No-Clipping from [[the Frontrooms]] can send one here.
=== Exits ===
* Going through a rainbow-colored door will lead to [[Zone 1]].
----
{{Author|[[User:Xboy1|Xboy1]]|[https://www.flickr.com/photos/44124372247@N01/742235207 LAX Hallway] by Jennifer Kramer is licensed under CC-BY-2.0, edited by [[User:Xboy1|Xboy1]].}}
{{Redirect|prev=Zone List|next=Zone 1}}
ce24ef5467de977dd2ea2443afc4983ef534285c
Zone 1
0
154
630
596
2024-05-30T19:33:43Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances}}
== Description ==
[[File:Image.jpg|thumb|A boiler room, with a door leading to an office hallway.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around the room. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Roamers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
*Reading a book backwards in [[Zone 25]] will provide entry to Zone 1.
===Exits===
*Finding a room with a stationary bicycle and decending the elevator behind it will restore the wanderers sanity, and lead them to [[Zone 2]].
*Hallucinating a door in "The Lobby", and attempting to open it will lead to [[Zone 20]].
---
{{Author|[[User:Haxord|Haxord]]|Image used: "LIMINAL SPACES" by T. Velazco is released under CC-BY-SA-3.0
}}
{{Redirect|prev=Zone 0|next=Zone 2}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
37d933ab33d93168d5f84781583a373671d4318d
File:Level 58.png
6
167
631
2024-05-30T19:43:03Z
Xboy1
2
Level 58 of the Backrooms.
wikitext
text/x-wiki
== Summary ==
Level 58 of the Backrooms.
0bdad03ed0e07b1661b36a2167425a31b6baa420
Anomaly 2
0
138
632
512
2024-05-30T19:46:16Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 2: "Reekers"}}
{{DL Class 3|aggressiveness=3/5 - Slightly Aggressive|hostility=3/5 - Hostile|habitat=Majority, Long Hallways}}
==Description==
[[File:Reeker.png|thumb|A Reeker in [[Zone 6]].]]
[[File:Unhinged Reeker.jpg|thumb|An “Unhinged Reeker” chasing down a roamer in [[Zone 24]]. The photo was taken mid-chase.]]
Reekers are tall, pitch-black, hostile, humanoid creatures that roam [[The Uprooms]]. They are typically depicted as muscular, strong, dark anomalies with human eyes and teeth. Their limbs have many tubes that connect to their shoulders, armpits, and waist. These are proven to be arteries and veins that also act like ropes to help support their giant limbs. In addition, they barely have any form of armor, simply pitch-black skin, which makes it easier to defend yourself against them, as long as you have a weapon.
Their face is complete with two, bulging eyes and exactly ten teeth on both jaws, although only 5 can be seen. Their jaws are mighty, having more force than a bolt cutter. Sometimes, Reekers can have razor-sharp teeth. These anomalies are named “Unhinged Reekers”. Their eyes and teeth are evident in the dark, making for sinister encounters.
==Behavior==
Reekers are very hostile and will chase and attack roamers on sight. They usually lurk in long, dark hallways, seemingly to ambush their prey. Once their potential victim has been located, they will charge toward them, using their giant limbs for momentum. Normal Reekers are slightly slower than the average male, but Unhinged Reekers are much faster, as their body is lighter for whatever reason. Once they catch their prey, they crush their body, from foot to head. Then, they will feast.
“Unhinged Reekers” follow the same attack pattern, without the crushing phase, and always aim for the head. Many believe that death by an “Unhinged Reeker” is the most merciful death in [[The Uprooms]]The Uprooms.
No matter how severely Reekers are harmed, they will not stop chasing, only stopping if they lose track of their prey.
“Unhinged Reekers”, specifically, love to play with their food. Commonly, they will de-accelerate mid-chase to taunt the roamers that are being pursued. Most surviving encounters from an “Unhinged Reeker” typically happen when the anomaly plays with its prey too much, letting it get away.
Reekers prefer to attack 1 roamer at a time, as attacking multiple could end up with the entity losing its life.
==Biology==
The biology of Reekers is really strange. All of their internal organs are located in their limbs, which explains their extreme weight of over 200 pounds per limb. They use a technique called “Materialization”. This process happens in all areas. They simply appear out of thin air. Just like many things in [[The Uprooms]]The Uprooms, we have no idea how this is possible.
==Do's and Don'ts==
===Do===
*Flee the area if you spot a Reeker
*Make little to no noise if you hear one.
*Fight back, if you possess a weapon.
===Don't===
*Attempt to interact with Anomaly 2.
*Fight back with no weapon.
*Run down straight hallways, if being pursued by one.
==Trivia==
*Some Reekers are so heavy that they can barely move.
*Reekers have been seen feasting on other anomalies
*The average male is 5 meters shorter than a Reeker.
{{Redirect|prev=Anomaly 1|next=Anomaly 3}}
{{Author|[[User:Haxord|Haxord]]|"The Stairway to Nowhere" (by LS608-Germany533), "Hallway in my dream" (by Grace Maré).
All images were edited by the author.}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
30777e091e9042de45d169f4dd1733422804b5ca
Zone List
0
98
633
564
2024-05-30T20:05:40Z
Haxord
18
wikitext
text/x-wiki
= Zones =
== 0-99 ==
Zone 0 - “The Complex Complex”
[[Zone 1]] - "Out of Place"
Zone 2 - "Perfection"
Zone 3 - "The Fifth Season"
Zone 4 - "Timeless"
Zone 5 - "Don't Look"
Zone 6 - "Up Above"
Zone 7 - "Fearless"
Zone 8 - "Childhood"
Zone 9 - "Connected"
Zone 10 - "Make or Break"
Zone 11 - "New Past"
<span style="color: orange">↪</span> Zone 11.5 - "Old Future"
Zone 12 - "The Computer"
Zone 13 - "So far, yet so close"
Zone 14 - "Torment"
Zone 15 - "Sunken"
Zone 14 - "Eyebleach"
Zone 15 - "Road Trip"
Zone 16 - "Eye Surgery"
Zone 17 - "Arachnophobia"
Zone 18 - "Movie Theater"
Zone 19 - "Chlorine Beach"
Zone 20 - "The Motel"
Zone 21 - "Look Up"
Zone 22 - "Living Halls"
Zone 23 - "Video Game"
Zone 24 - "Nyctophobia"
Zone 25 - "Old Times"
Zone 26 - "The Timer"
[[Zone 27]] - "Space of Babel"
<span style="color: orange">↪</span> Zone 27.1 - "Confined"
<span style="color: orange">↪</span> Zone 27.2 - "Released"
Zone 28 - "Mimiced"
Zone 29 - "Portrait"
Zone 30 - "Spreading"
== Enigmatic Zones ==
The Door Space
The Whiteout
84a79db674db3d1976bf297faf3bfa6cf78cb647
635
633
2024-05-30T20:24:50Z
Beaconhair2226
12
wikitext
text/x-wiki
= Zones =
== 0-99 ==
Zone 0 - “The Complex Complex”
[[Zone 1]] - "Out of Place"
Zone 2 - "Perfection"
Zone 3 - "The Fifth Season"
Zone 4 - "Timeless"
Zone 5 - "Don't Look"
Zone 6 - "Up Above"
Zone 7 - "Fearless"
Zone 8 - "Childhood"
Zone 9 - "Connected"
Zone 10 - "Make or Break"
Zone 11 - "New Past"
<span style="color: orange">↪</span> Zone 11.5 - "Old Future"
Zone 12 - "The Computer"
Zone 13 - "So far, yet so close"
Zone 14 - "Torment"
Zone 15 - "Sunken"
Zone 14 - "Eyebleach"
Zone 15 - "Road Trip"
Zone 16 - "Eye Surgery"
Zone 17 - "Arachnophobia"
Zone 18 - "Movie Theater"
Zone 19 - "Chlorine Beach"
Zone 20 - "The Motel"
Zone 21 - "Look Up"
Zone 22 - "Living Halls"
Zone 23 - "Video Game"
Zone 24 - "Nyctophobia"
Zone 25 - "Old Times"
Zone 26 - "The Timer"
[[Zone 27]] - "Space of Babel"
<span style="color: orange">↪</span> Zone 27.1 - "Confined"
<span style="color: orange">↪</span> Zone 27.2 - "Released"
Zone 28 - "Mimiced"
Zone 29 - "Portrait"
Zone 30 - "Spreading"
== 100-999 ==
Zone 100 - "Start of an End"
Zone 101 - "Restarting from the Beggining"
== Enigmatic Zones ==
The Door Space
The Whiteout
f0a5fcb1dce63641a62c516627a4c5b6c0b2096b
Level 58
0
168
634
2024-05-30T20:21:00Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Level 58: "The Constrictive Caves"}} {{Class 5|exit=4/5 - Grueling Navigation|creature=5/5 - Presence of a Fatal Entity}} == Description == [[File:Level 58.png|thumb|A photograph of '''Level 58'''.]] '''Level 58''', also known as "The Constrictive Caves," is a cave system of an indeterminate size with tight and enclosed passageways. The cave system consists of mostly straight crawlspaces, with turns and intersections being rare. This forces anyone that com..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 58: "The Constrictive Caves"}}
{{Class 5|exit=4/5 - Grueling Navigation|creature=5/5 - Presence of a Fatal Entity}}
== Description ==
[[File:Level 58.png|thumb|A photograph of '''Level 58'''.]]
'''Level 58''', also known as "The Constrictive Caves," is a cave system of an indeterminate size with tight and enclosed passageways. The cave system consists of mostly straight crawlspaces, with turns and intersections being rare. This forces anyone that comes to the level face in one direction for most of the time, as the caves are too small to turn around.
The passages of '''Level 58''' change size depending on the wanderer in the level, and will be just barely big enough for them to crawl through. Initially, it was assumed that every person has their own copy of the level, but it was later revealed that that is not the case. Instead, each person is sent to one out of twenty predetermined copies.
'''Level 58''' is packed with minerals such as iron, gold, and diamonds. Sometimes, these minerals poke out of the stone as small crystals, making it harder to navigate, and could even lead to cuts if not careful. Cold, shallow water coats the entire floor of '''Level 58''', being around 10 centimeters deep. This water makes further difficulty of getting around the level. The water comes from the walls, as it seeps down from some parts of the cave. This has led some to believe that '''Level 58''' is situated underwater.
Occasionally, parts of the ceiling will cave in, blocking off certain areas, or even crushing unsuspecting wanderers. The level usually shakes and makes rumbling sounds before the ceiling collapses, akin to an earthquake. It is unknown if the shaking causes the collapse, if it's the other way around, or if another force is causing these events to happen after each other.
Lanterns can be found aligned on the walls of the cave, each being no more than a few meters apart. The lanterns have a dim, orange glow, which is sometimes tinted to be red or yellow instead. These lanterns serve as the only light source available in the level, excluding any other utilities and tools brought into the level such as flashlights.
Hearing sounds such as distant screaming, subtle whispers, echoing crashes, and many other unidentifiable sounds is a common occurrence. Many wanderers describe these sounds as extremely eerie, and they often invoke paranoia and anxiety.
The air in '''Level 58''' is very thin, and can lead to suffocation if one spends too much time in the level. This being paired together with the '''Level 58''''s properties can make one very panicked, and consequently leading to them not controlling their breathing, which can be extremely dangerous later on.
==== Recovered Note ====
Below is a transcribed note found outside of an exit from '''Level 58''' in [[Level 8]].
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"Torture. Pure torture. I've only been here a few hours, yet it seems like it's been days. These caves are so tight that I have to crawl the entire time. I cut my hand on a crystal jutting out of the ground, and it hurts like hell. One time I even had to crawl backwards because the path was blocked off, and there was no space to turn around. I keep hearing these weird noises, and I feel like there's something following me. I just want to get out of here.''
''Please, just let me go."''
</div></center></big><br>
== Entities ==
Besides the Dweller, no entities have been found in '''Level 58'''. However, it is assumed that some entities from other levels, specifically Level 8, have accidentally wandered into '''Level 58'''.
=== The Dweller ===
The Dweller is an entity that lives burrowed a few meters underground. When it is full, it rests in one spot that it has dug through. However, when it is hungry and hears any noise from above, it will follow wherever the noise is coming from, and start releasing unknown gasses. It will remain underground while it does this, but slightly higher so that the gasses can easily release into the air. These gasses can cause tiredness and fatigue, making any affected wanderer or entity an easy target.
After the wanderer fully has all of the effects, the Dweller will swiftly burrow to them, and drag them under the ground. It is unknown what happens next, as anyone who has been in this situation were almost certainly killed, but it is highly probable that the Dweller eats them, leaving their bones to be left in the stone. Several bones have been found in '''Level 58''', and the Dweller is most likely the cause.
The Dweller can be avoided by watching out for lumps on the ground, as these often signify areas where the Dweller has burrowed into. Similarly to how only one person can be in the level at one time, only one Dweller entity exists in '''Level 58''' at a time.
== Colonies and Outposts ==
Due to '''Level 58''''s inhospitality, restrictive structure, and isolating effects, no colonies and outposts exist.
== Entrances and Exits ==
=== Entrances ===
* In [[Level 8]], small areas that are only big enough to crawl through often provide entry to this level.
=== Exits ===
* Eventually, the series of passageways will lead to a larger cavernous area, which will lead to other cave-like levels such as [[Level 8]].
----
{{Author|[[User:Xboy1|Xboy1]]|[https://commons.wikimedia.org/wiki/File:Inside_the_Lake_Saiko_Bat_Cave_A-Point.JPG Inside the Lake Saiko Bat Cave A-Point] by Sakaori is licensed under CC-BY-SA 3.0.}}
{{Redirect|prev=Level 57|next=Level 59}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Dangerous]]
41a6e28289415f00ec60b92fd43c4eeb084d31d4
File:Aquatic cycles hallways.png
6
169
636
2024-05-30T20:42:43Z
KKMidgardKk
8
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
User:KKMidgardKk/Sandbox/Level 30
2
170
643
2024-05-31T01:17:10Z
KKMidgardKk
8
KKMidgardKk moved page [[User:KKMidgardKk/Sandbox/Level 30]] to [[Level 30]]
wikitext
text/x-wiki
#REDIRECT [[Level 30]]
731fcb6c371722524c4255c5e6e65994924610c6
Special:Badtitle/NS200:Xboy1
200
171
645
2024-06-01T03:44:28Z
Xboy1
2
import user wiki
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
User:Haxord
2
149
646
611
2024-06-02T09:09:00Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [[Main_Page|The Lost Realities]], after being invited by [[User:Beaconhair2226|Beaconhair]].
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of [[Main_Page|The Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [[Main_Page|The Lost Realities]] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles =
== [[The Backrooms]] ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== [[The Uprooms]] ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_4|Ceiling Lights]]
[[Anomaly_22|Radios]]
b80fd1b72ff146ca81cbd9e0646ca5c8eb8feca3
The Frontrooms
0
7
657
10
2024-06-02T10:56:55Z
Haxord
18
wikitext
text/x-wiki
[[File:The Blue Marble.jpg|thumb|The Earth.]]
= What are the Frontrooms? =
The Frontrooms is a series of celestial bodies gravitating around themselves in a tightly woven universe. Each speck in the speculatively infinite universe could be a moon, planet, dwarf, star, or hole in space. When wanderers describe the Frontrooms while talking about the Backrooms, the specific place they reference is Earth. Earth is a planet that—compared to the rest of existence—has a short life span and in recent years, adopted a race of creatures (humans/us). It is described as being the "real world" and that the Backrooms is rather the forbidden world that, because of its instability, rips open opportunities for earthlings to enter. The Frontrooms are often looked at with fondness and remembrance by wanderers who find themselves trapped in the Backrooms.
<br><br>
<center> <big>[[Enigmas|View Enigma List]]</big></center><br>
<center><big>[[Groups|View Group List]]</big></center><br>
<center><big>[[Tales|View Tale List]]</big></center>
89cc4fb8315948e50b120abe417493a4d67c6c2f
Lost Realities:Rules
4
172
665
2024-06-02T15:08:06Z
Xboy1
2
Created page with "This is the policy for the Lost Realities wiki that all users are expected to abide by. == Page Creation Rules == Note: Pages must be greenlit before they are released on the main wiki, although this rule may be exempt for some users that repeatedly make good pages or in some one-off scenarios. To request a greenlight, write your page in a [[Special:MyPage/sandbox|sandbox]] and get critique on it. After it is finished, submit it to be greenlit. Our [https://discord.com/..."
wikitext
text/x-wiki
This is the policy for the Lost Realities wiki that all users are expected to abide by.
== Page Creation Rules ==
Note: Pages must be greenlit before they are released on the main wiki, although this rule may be exempt for some users that repeatedly make good pages or in some one-off scenarios. To request a greenlight, write your page in a [[Special:MyPage/sandbox|sandbox]] and get critique on it. After it is finished, submit it to be greenlit. Our [https://discord.com/invite/MfKgcUhQ5F Discord server] is a good way to get feedback and greenlights.
These rules also apply to joke entries, although they are more likely to have exceptions.
=== 1: Pages must have effort. ===
Please take time to work on your article, it will most likely take several days or even weeks to make a good and acceptable finished product. Spam pages are not allowed.
=== 2: Pages must have quality. ===
Your article should have clear, coherent sentences with as little grammar mistakes as possible. It should also have a sufficient length to be allowed on the wiki. For typical pages, this is at least ~3000 bytes in the editor, but this is the bare minimum, and it is recommended to have around ~4000-5000 bytes or more. Shorter pages may be acceptable for format screws written in an atypical way. Pages should also have an interesting and compelling concept, something unique that makes it stand out. If an article is low quality one or more of these aspects, but still has enough potential to become something better, it might be rewritten later on.
=== 3: Please refrain from excessively high numbers. ===
This wiki is fairly new, so there are several low-number slots open. It is highly recommended to try to use a lower number when writing an entry, and anything above 999 should not be used unless there is a very good reason for it. This also applies to negative numbers being below -999, and decimal numbers being more than 2 digits after the decimal point.
147eb43b47e494d8b86ff3d48b4a3b5a0e72683b
File:Class Habitable.png
6
173
666
2024-06-02T15:45:38Z
Xboy1
2
Class Habitable Icon
wikitext
text/x-wiki
== Summary ==
Class Habitable Icon
2367af3469b3f77d5115b682de9437157d35e259
Template:Class 0
10
14
667
61
2024-06-02T15:48:06Z
Xboy1
2
whoopsies
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #5D8289 0%, #76A5AF 40%); border:6px solid #134F5C; border-radius: 5px">
[[File:Class 0.png|right|200px]]
<span style="color: #134F5C;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#134F5C;font-size:24px;padding:0px 5px>Class 0</span></div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|0/5 - Calming Environment}}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|0/5 - Frequent Exits }}}'''</div>
<div style="color:#134F5C; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|0/5 - Devoid of Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class 0]]
ff32a9d93a2948efc0d5f63041be719259efbc16
Template:Class Habitable
10
174
668
2024-06-02T15:51:21Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #95B0D8 0%, #A4C2F4 40%); border:6px solid #6AA84F; border-radius: 5px"> [[File:Class Habitable.png|right|200px]] <span style="color: #6AA84F;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#6AA84F;font-size:24px;padding:0px 5px>Class Habitable</span></div> <div style="color:#6AA84F; font-size:20px; margin-left: 30px; margin-..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #95B0D8 0%, #A4C2F4 40%); border:6px solid #6AA84F; border-radius: 5px">
[[File:Class Habitable.png|right|200px]]
<span style="color: #6AA84F;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#6AA84F;font-size:24px;padding:0px 5px>Class Habitable</span></div>
<div style="color:#6AA84F; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|0/5 - Habitable Environment}}}'''</div>
<div style="color:#6AA84F; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|0/5 - Guaranteed Exits }}}'''</div>
<div style="color:#6AA84F; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|0/5 - Helpful Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Habitable]]
d743e7ae0157c218105c63be18829ac5baea9033
File:Class Pending.png
6
175
669
2024-06-02T15:56:33Z
Xboy1
2
Class Pending Icon
wikitext
text/x-wiki
== Summary ==
Class Pending Icon
ad5d29a89ca8ee9f5585f6ce84169606b8a26062
Template:Class Pending
10
176
670
2024-06-02T16:01:33Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px"> [[File:Class Pending.png|right|200px]] <span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#434343;font-size:24px;padding:0px 5px>Class Pending</span></div> <div style="color:#434343; font-size:20px; margin-left: 30px; margin-bott..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class Pending.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class Pending</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|4/5? - Concealed Appearance}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|4/5? - Scarce Information}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|4/5? - Undocumented Entities}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Undetermined]]
dd6096874f1be9688f75d084bb248a2ce9754ca5
Lost Realities:Class Guide
4
177
671
2024-06-02T16:28:53Z
Xboy1
2
Created page with "Classes are a group of templates that are typically added to the beginning of pages as a way to give a brief summary of what dangers a room, creature, or utility poses. == Survival Difficulty Classes (Rooms) == To insert an SD Class, insert <code><nowiki>{{Class X}}</nowiki></code> into the source editor, and replace X with the name of the class. These classes can be edited by using parameters seperated with <code>|</code>. Parameters are environment (first line), exit..."
wikitext
text/x-wiki
Classes are a group of templates that are typically added to the beginning of pages as a way to give a brief summary of what dangers a room, creature, or utility poses.
== Survival Difficulty Classes (Rooms) ==
To insert an SD Class, insert <code><nowiki>{{Class X}}</nowiki></code> into the source editor, and replace X with the name of the class. These classes can be edited by using parameters seperated with <code>|</code>. Parameters are environment (first line), exit (second line), creature (third line), and creaturename (name of third line).
Example: <code><nowiki>{{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances|creaturename=Anomaly}}</nowiki></code>
Result:
{{Class 1|environment=0/5 - Safe Environment|creature=2/5 - Uncommon Entity Appearances|creaturename=Anomaly}}
A list of SD Classes are below.
{{Collapse|initial=Show Classes List|final=Close Classes List|body=
{{Class 0}}
{{Class 1}}
{{Class 2}}
{{Class 3}}
{{Class 4}}
{{Class 5}}
{{Class Habitable}}
{{Class Deadzone}}
{{Class Undetermined}}
{{Class Pending}}
{{Class X}}
* Class Undetermined is used when there is scarce information about a room, making classifying it normally impossible.
* Class Pending is used when a room is newly discovered (in-universe) and is yet to be given a proper classification.
* Class X is used when a room has varying safety, due to it either having multiple areas, or constantly shifting and changing. A more fitting class may be used even if it has varying safety if the room is overall more safe or dangerous.
}}
== Danger Level Classes (Creatures) ==
To insert an DL Class, insert <code><nowiki>{{DL Class X}}</nowiki></code> into the source editor, and replace X with the name of the class. These classes can be edited by using parameters seperated with <code>|</code>. Parameters are aggressiveness (first line), intellect (second line), hostility (third line), and habitat (bottom line).
Example: <code><nowiki>{{DL Class 3|aggressiveness=2/5 - Slightly Aggressive|hostility=4/5 - Very Hostile|habitat=Majority, Dark Areas}}</nowiki></code>
Result:
{{DL Class 3|aggressiveness=2/5 - Slightly Aggressive|hostility=4/5 - Very Hostile|habitat=Majority, Dark Areas}}
A list of SD Classes are below.
{{Collapse|num=2|initial=Show Classes List|final=Close Classes List|body=
{{DL Class 0}}
{{DL Class 1}}
{{DL Class 2}}
{{DL Class 3}}
{{DL Class 4}}
{{DL Class 5}}
{{DL Class X}}
}}
e22c66b5d7aefc88ae8f8670b776a3382359e477
Template:DL Class X
10
101
672
320
2024-06-02T16:32:57Z
Xboy1
2
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #777777 0%, #999999 40%); border:6px solid #434343; border-radius: 5px">
[[File:Class X.png|right|200px]]
<span style="color: #434343;font-size:16px;padding:0px 5px>'''Danger Level:
<span style="color:#434343;font-size:24px;padding:0px 5px>Class X</span></div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Aggressiveness: {{{aggressiveness|X/5 - Changing Aggression}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Intellect: {{{intellect|X/5 - Fluctuating Intelligence}}}'''</div>
<div style="color:#434343; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Hostility: {{{hostility|X/5 - Varying Hostility}}}'''</div>
<noinclude>[[Category:Templates]]</noinclude> [[Category:Class X]]
533f351bc65e946061ec36b3a6a2170acda0e20c
Anomaly 4
0
157
673
664
2024-06-02T16:45:48Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
1ebd0d6ab2477980b28d89c94861c0303bd25923
675
673
2024-06-02T17:05:35Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house incectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
096b7b1023f5ea4cd5be7210f03588b6da915957
676
675
2024-06-02T17:57:39Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
102ef76a55ca8cbfa80ff90fde3f04bb3b353e5d
711
676
2024-06-03T07:46:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
e1999f60e918f69132a90ad7970cd105d3b3d725
713
711
2024-06-03T08:07:40Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 50 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
=== Branches ===
Their branches are very large, larger than the anomaly's stem. Due to the powerful carbon that links the stem to the branches, they are hard to remove. Their branches are littered with leaves, that help them in terms of intimidation. Due to the nervous system they possess, they can move and fling their branches very effectively, damaging roamers nearby.
=== Leaves ===
Like many parts of their exterior, Anomaly 4's leaves are made of carbon. Unlike plants from [[The Frontrooms]], they don't use their leaves to create glucose. Instead, they use them as defense. Due to their extreme sharpness, they can easily cut into romaers flesh.
=== Roots ===
The roots of Ceiling Lights are made out of hardened carbon, making it easy for them to hang from the ceiling. The only purpouse that their roots serve is anchoring their stem to the ceiling.
==== Internal ====
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
1e1a8b8d21075dea3266d4f48fb92ec48a48459d
714
713
2024-06-03T08:33:37Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 64 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
=== Branches ===
Their branches are very large, larger than the anomaly's stem. Due to the powerful carbon that links the stem to the branches, they are hard to remove. Their branches are littered with leaves, that help them in terms of intimidation. Due to the nervous system they possess, they can move and fling their branches very effectively, damaging roamers nearby.
=== Leaves ===
Like many parts of their exterior, Anomaly 4's leaves are made of carbon. Unlike plants from [[The Frontrooms]], they don't use their leaves to create glucose. Instead, they use them as defense. Due to their extreme sharpness, they can easily cut into romaers flesh.
=== Roots ===
The roots of Ceiling Lights are made out of hardened carbon, making it easy for them to hang from the ceiling. The only purpouse that their roots serve is anchoring their stem to the ceiling.
=== Pores ===
Similarly to humans, they use pores to abort useless substances, and clean their body.
==== Internal ====
=== Stomach ===
At the base of the anomaly's stem, the safest part of their body, lies a dome. This dome is their stomach, processing food into glucose and sending it to their organs through their intestine.
=== Singular Intestine ===
A single intestinal track that runs around Anomaly 4's whole structure. The intestine transfers glucose from their stomach to all of their organs.
=== Circulatory System ===
Ceiling Light's circulatory system is identical to the system of humans. Consisting of a heart, veins, arteries and capillary vessels. They intake oxygen through the gap at the end of their stem, which gets funneled into their heart and processed, successfully transfering oxygen.
== Do's and Don'ts ==
Do:
*Avoid interaction with a Ceiling Light.
*Keep distance.
*Flee the area if they alert other anomalies of you're presence.
Don't:
*Attempt to attack Anomaly 4.
*Try to fight the horde of Anomalies.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
a2a8b201d3a93d5ae44426abadb96b28999e4fa9
715
714
2024-06-03T08:36:33Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 64 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
=== Branches ===
Their branches are very large, larger than the anomaly's stem. Due to the powerful carbon that links the stem to the branches, they are hard to remove. Their branches are littered with leaves, that help them in terms of intimidation. Due to the nervous system they possess, they can move and fling their branches very effectively, damaging roamers nearby.
=== Leaves ===
Like many parts of their exterior, Anomaly 4's leaves are made of carbon. Unlike plants from [[The Frontrooms]], they don't use their leaves to create glucose. Instead, they use them as defense. Due to their extreme sharpness, they can easily cut into romaers flesh.
=== Roots ===
The roots of Ceiling Lights are made out of hardened carbon, making it easy for them to hang from the ceiling. The only purpouse that their roots serve is anchoring their stem to the ceiling.
=== Pores ===
Similarly to humans, they use pores to abort useless substances, and clean their body.
==== Internal ====
=== Stomach ===
At the base of the anomaly's stem, the safest part of their body, lies a dome. This dome is their stomach, processing food into glucose and sending it to their organs through their intestine.
=== Singular Intestine ===
A single intestinal track that runs around Anomaly 4's whole structure. The intestine transfers glucose from their stomach to all of their organs.
=== Circulatory System ===
Ceiling Light's circulatory system is identical to the system of humans. Consisting of a heart, veins, arteries and capillary vessels. They intake oxygen through the gap at the end of their stem, which gets funneled into their heart and processed, successfully transfering oxygen.
== Do's and Don'ts ==
Do:
*Avoid interaction with a Ceiling Light.
*Keep distance.
*Flee the area if they alert other anomalies of you're presence.
Don't:
*Attempt to attack Anomaly 4.
*Try to fight the horde of Anomalies.
== Trivia ==
*The screach of a Ceiling Light is enough to deafen a roamer.
*Anomalies alerted are more likely to attack romaers with weapons.
*Their intestine is 250 meters long.
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
21a9b3fb0860d73f2163a0d86b54f9cfa120b788
716
715
2024-06-03T08:44:09Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 64 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
=== Branches ===
Their branches are very large, larger than the anomaly's stem. Due to the powerful carbon that links the stem to the branches, they are hard to remove. Their branches are littered with leaves, that help them in terms of intimidation. Due to the nervous system they possess, they can move and fling their branches very effectively, damaging roamers nearby.
=== Leaves ===
Like many parts of their exterior, Anomaly 4's leaves are made of carbon. Unlike plants from [[The Frontrooms]], they don't use their leaves to create glucose. Instead, they use them as defense. Due to their extreme sharpness, they can easily cut into romaers flesh.
=== Roots ===
The roots of Ceiling Lights are made out of hardened carbon, making it easy for them to hang from the ceiling. The only purpouse that their roots serve is anchoring their stem to the ceiling.
=== Pores ===
Similarly to humans, they use pores to abort useless substances, and clean their body.
==== Internal ====
=== Stomach ===
At the base of the anomaly's stem, the safest part of their body, lies a dome. This dome is their stomach, processing food into glucose and sending it to their organs through their intestine.
=== Singular Intestine ===
A single intestinal track that runs around Anomaly 4's whole structure. The intestine transfers glucose from their stomach to all of their organs.
=== Circulatory System ===
Ceiling Light's circulatory system is identical to the system of humans. Consisting of a heart, veins, arteries and capillary vessels. They intake oxygen through the gap at the end of their stem, which gets funneled into their heart and processed, successfully transfering oxygen.
== Do's and Don'ts ==
Do:
*Avoid interaction with a Ceiling Light.
*Keep distance.
*Flee the area if they alert other anomalies of you're presence.
Don't:
*Attempt to attack Anomaly 4.
*Try to fight the horde of Anomalies.
== Trivia ==
*The screach of a Ceiling Light is enough to deafen a roamer.
*Anomalies alerted are more likely to attack romaers with weapons.
*Their intestine is 250 meters long.
{{Redirect|prev=Entity 66|next=Entity 68}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
f072e5bca6c965677f6e44b75658e72aa7407e28
Zone 1
0
154
674
630
2024-06-02T16:54:38Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Zone 1: "Out of Place"}}
{{Class X|environment=X/5 - Differentiating Enviroment|exit=X/5 - Random Exits|creature=3/5 - Common Anomaly Appearances|creaturename=Anomaly}}
== Description ==
[[File:Image.jpg|thumb|A boiler room, with a door leading to an office hallway.]]
Zone 1 is a place of randomness. The zone is a perfect representation of the sheer instability of [[The Uprooms|The Uprooms]], as is its random and differentiating enviroment. Zone 1 is an assortment of, as far as we know, random spaces (excluding outdoor spaces), all connected to eachother through doorways. Similarly to other realities and their rooms, Zone 1 is infinite, procedurally generating more spaces as one wanders throughout its rooms. Interestingly, rooms that have already been generated, have the ability to change their appearance. A room could look like a garage, and a few minutes later it could be a dining room. Even though the rooms "theme" changes, the size of the room stays the same, therefor, maps of the area can be made.
Once entry to Zone 1 is provided, the wanderer will be met with "The Lobby". A tall, white and yellow room with seating areas, windows, lights and doorways. All entrances to Zone 1 will lead to "The Lobby". A contant calm takes over whoever rests inside of the room, while quite jazz echoes around the room. "The Lobby" can also efficiently heal one's mental state. Staying in the room for too long, for whatever reason, can cause permenent, violent hallucinations.
Anomalies that exist inside of a room when it changes, will instantly disappear and ceace to exist. For some anomalies, however, there is an exeption. Stationary Anomalies like [[Anomaly_4|Ceiling Lights]] will remain in their location. The hives of [[Anomaly_14|Hunter Cockroaches]] or [[Anomaly_26|Cupboard Spiders]] will instanly appear in the closest room. [[Anomaly_22|Radios]], [[Anomaly_13|Televisions]] and [[Anomaly_39|Consoles]] will remain stationary, but will stop working. [[Anomaly_2|Reekers]] will be transformed into their "Unhinged" varient. Roamers that are present in a room when it changes will be instantly teleported to the nearest doorway.
== Anomalies ==
[[Anomaly_2|Reekers]], [[Anomaly_4|Ceiling Lights]], [[Anomaly_13|Televisions]], [[Anomaly_14|Hunter Cockroaches]], [[Anomaly_22|Radios]], [[Anomaly_26|Cupboard Spiders]], [[Anomaly_39|Consoles]], [[Anomaly_19|Chasers]], [[Anomaly_10|Wingless Mosquitos]] have been documented in Zone 1.
== Colonies and Outposts ==
Due to the enviromental anomalies that are present in Zone 1, alongside the complete absence of [[Item_List|Items]], inhabiting it is not possible.
== Entrances and Exits ==
===Entrances===
*Entering a rainbow-colored door in [[Zone 0]] will lead to "The Lobby".
*Reading a book backwards in [[Zone 25]] will provide entry to Zone 1.
===Exits===
*Finding a room with a stationary bicycle and decending the elevator behind it will restore the wanderers sanity, and lead them to [[Zone 2]].
*Hallucinating a door in "The Lobby", and attempting to open it will lead to [[Zone 20]].
---
{{Author|[[User:Haxord|Haxord]]|Image used: "LIMINAL SPACES" by T. Velazco is released under CC-BY-SA-3.0
}}
{{Redirect|prev=Zone 0|next=Zone 2}}
[[Category:Uprooms]] [[Category:Room]] [[Category:Zone]]
40282cf9eda3436183280e1d3fd49dbfe9cf24cd
User:Haxord
2
149
677
646
2024-06-02T18:07:06Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [[Main_Page|The Lost Realities]], after being invited by [[User:Beaconhair2226|Beaconhair]].
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of [[Main_Page|The Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [[Main_Page|The Lost Realities]] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles (11) =
== [[The Backrooms]] ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== [[The Uprooms]] ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_4|Ceiling Lights]]
[[Anomaly_22|Radios]]
fbce6cc505280148f44b8377f3f5fd44b6ae7459
Template:Featured
10
178
678
2024-06-02T20:08:54Z
Xboy1
2
Created page with "<div style="color:#d88200;font-size:18px; text-align:center">'''<u>Featured Articles of May 2024</u>'''</div> <div style="float:left; width:49%"> <table style="width:100%; border:2px solid #cebd00; border-bottom:10px solid #cebd00; -moz-border-radius:0 14px 7px 7px; -webkit-border-top-right-radius:14px; -webkit-border-bottom-right-radius:10px; -webkit-border-bottom-left-radius:10px; margin-top:10px;" cellpadding="5"> <tr><td colspan="4" class="gradient" style="text-align..."
wikitext
text/x-wiki
<div style="color:#d88200;font-size:18px; text-align:center">'''<u>Featured Articles of May 2024</u>'''</div>
<div style="float:left; width:49%">
<table style="width:100%; border:2px solid #cebd00; border-bottom:10px solid #cebd00; -moz-border-radius:0 14px 7px 7px; -webkit-border-top-right-radius:14px; -webkit-border-bottom-right-radius:10px; -webkit-border-bottom-left-radius:10px; margin-top:10px;" cellpadding="5">
<tr><td colspan="4" class="gradient" style="text-align:center; color:black; font-size:110%; font-weight:bold; background-color:#cebd00; -moz-border-radius:0 7px 0 0; -webkit-border-top-right-radius:7px;">[[Level 0]]</td></tr>
<tr valign="top"><td style="margin-left:10px;height:155px"><div style="text-align: center><br /><br />''The maddening monotony of the yellow halls make for a great introduction for your rest of eternity.</div>
</td>
</tr>
</table>
</div>
<div style="float:right; width:49%">
<table style="width:100%; border:2px solid #cebd00; border-bottom:10px solid #cebd00; -moz-border-radius:0 14px 7px 7px; -webkit-border-top-right-radius:14px; -webkit-border-bottom-right-radius:10px; -webkit-border-bottom-left-radius:10px; margin-top:10px;" cellpadding="5">
<tr><td colspan="4" class="gradient" style="text-align:center; color:black; font-size:110%; font-weight:bold; background-color:#cebd00; -moz-border-radius:0 7px 0 0; -webkit-border-top-right-radius:7px;">[[Level 9223372036854775807]]</td></tr>
<tr valign="top"><td style="margin-left:10px;height:155px"><br /><div style="text-align: center>''"There just has to be something, right?"''</div>
</td>
</tr>
</table>
</div>
<br/>
<div style="float:left; width:49%;height:250px">
<table style="width:100%; border:2px solid #cebd00; border-bottom:10px solid #cebd00; -moz-border-radius:0 14px 7px 7px; -webkit-border-top-right-radius:14px; -webkit-border-bottom-right-radius:10px; -webkit-border-bottom-left-radius:10px; margin-top:10px;" cellpadding="5">
<tr><td colspan="4" class="gradient" style="text-align:center; color:black; font-size:110%; font-weight:bold; background-color:#cebd00; -moz-border-radius:0 7px 0 0; -webkit-border-top-right-radius:7px;">[[Entity 67]]</td></tr>
<tr valign="top"><td style="margin-left:10px;height:155px"><div style="text-align: center><br />''Join the party! Everyone's invited! Let's have some FUN! =)''</div>
</td>
</tr>
</table>
</div>
<div style="float:right; width:49%;height:250px">
<table style="width:100%; border:2px solid #cebd00; border-bottom:10px solid #cebd00; -moz-border-radius:0 14px 7px 7px; -webkit-border-top-right-radius:14px; -webkit-border-bottom-right-radius:10px; -webkit-border-bottom-left-radius:10px; margin-top:10px;" cellpadding="5">
<tr><td colspan="4" class="gradient" style="text-align:center; color:black; font-size:110%; font-weight:bold; background-color:#cebd00; -moz-border-radius:0 7px 0 0; -webkit-border-top-right-radius:7px;">[[Entity 3]]</td></tr>
<tr valign="top"><td style="margin-left:10px;height:155px"><br/>
<div style="text-align:center">''They're always happy to see you, but you never wanna see them for yourself...''</div>
</td>
</tr>
</table>
</div>
94cb7729f37e3eee78a84f6d63b7d27b8dce1143
File:Partygoer.jpg
6
179
679
2024-06-02T20:15:24Z
Xboy1
2
Entity 67.
wikitext
text/x-wiki
== Summary ==
Entity 67.
b729d8626fef0894ea8836c1e2a134230eb9c825
Entity 67
0
180
680
2024-06-02T21:11:23Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Entity 67: "Partygoers"}} {{DL Class 5|intellect=4/5 - Human-Level Intelligence|habitat=Many, [[Level Fun]]}} [[File:Partygoer.jpg|thumb|'''An image of a Partygoer in an unidentified level resembling [[Level 0]]. Photographer unknown.''']] == Warning == '''Partygoers''' are very dangerous entities and are not to be trusted. They will leave traps such as balloons and Almond Water to lure wanderers and attack them. Do not approach anything unusual that seems..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 67: "Partygoers"}}
{{DL Class 5|intellect=4/5 - Human-Level Intelligence|habitat=Many, [[Level Fun]]}}
[[File:Partygoer.jpg|thumb|'''An image of a Partygoer in an unidentified level resembling [[Level 0]]. Photographer unknown.''']]
== Warning ==
'''Partygoers''' are very dangerous entities and are not to be trusted. They will leave traps such as balloons and Almond Water to lure wanderers and attack them. Do not approach anything unusual that seems like it may have been placed by a '''Partygoer'''. '''Partygoers''' will leave notes throughout various levels and edit information on the database in another attempt to lure wanderers into a trap. There is always a way to tell when a '''Partygoer''' has written something; it will usually have an overly joyful tone, a few grammar errors, and/or a “=)” symbol marked at the end. Always look for these things when reading suspicious writings or information about the Backrooms. '''''Never''''' trust anything written by a '''Partygoer'''''.''
== Description ==
'''Partygoers''' are partly humanoid creatures with a height averaging around 6 feet, or 183 centimeters. Their skin is smooth and leathery, and most '''Partygoers''' have yellow skin, although other, yet rarer color variants are known to exist. '''Partygoers''' have no functional face and instead have a bloody, cartoon smiley face carved into where their face would normally be. '''Partygoers''' have a thick, blocky shape, with the exception of their arms. '''Partygoers''' have long, eel-like arms that can bend in almost any way. At the ends of their arms, there are openings with several sharp teeth inside. These openings serve as mouths, which is how '''Partygoers''' eat and infect wanderers.
'''Partygoers''' are commonly seen near or with party decorations. They may be holding a balloon or wearing a party hat. Another indication of '''Partygoers''' are highly decorated rooms, which may be decorated with balloons, cakes, or cupcakes, along with other items scattered around that are usually found at parties. Music is also commonly played in these rooms, be it a birthday song, a nursery rhyme, or another cheerful song. When coming across these rooms, it is highly advised to turn back and do not, under any circumstances, eat any cakes or cupcakes. They are only edible to '''Partygoers''' and are made out of human flesh.
== Behaviors ==
'''Partygoers''' are ambush predators that rely on trickery and deception to catch prey. They always hunt in large groups, coordinating attacks to make sure the victim does not get away. During an ambush, more '''Partygoers''' usually hide out while surrounding the area as backup in case the wanderer tries to escape. '''Partygoers''' are about the same speed as the average human yet tire much quicker, making these attack methods their only way to feasibly catch wanderers.
'''Partygoers''' communicate via proximity-based telepathy. How exactly this telepathy works is unknown, though it is believed that the maximum range for it lies at around 10 meters, with an exception for barriers such as walls and ceilings. When in the presence of a [[Entity 167|Party Host]], this telepathy becomes much more effective. The [[Entity 167|Party Host]] will be able to know certain thoughts of '''Partygoers''' within a large radius and then spread this information to other '''Partygoers'''. With the help of a [[Entity 167|Party Host]], the '''Partygoers''' can know things like when a wanderer gets near or when another '''Partygoer''' is in danger, all at the same time.
'''Partygoers''' commonly use traps to lure wanderers into an ambush. These traps usually include balloons, confetti, entrances to safer levels, or useful objects, namely Almond Water. They may also use notes, signs, and writing on the wall to lead wanderers to these traps.
When a '''Partygoer''' catches a wanderer, it will latch on to their arms for about ten seconds and then leave. During this, the wanderer would have a virus injected into their bloodstream that would slowly turn them into a '''Partygoer'''. The transformation takes about 2 hours, and there is no known way to cure it. If infected, it is highly advised to warn everyone about it to avoid more infections. The M.E.G. is known to kill any wanderers infected with the '''Partygoer'''’s virus in an attempt to slow down the increase in the '''Partygoer''' population.
'''Partygoers''' are able to edit the Backrooms database through unknown means. While no one is sure how they are gaining access to the database, let alone editing it, some hypothesize that there is something in their home level, [[Level Fun]], that grants them this ability. They use this power to edit every mention of '''Partygoers''' and [[Level Fun]] to make them seem safe. The name of [[Level Fun]] itself is a product of '''Partygoer''' vandalism. It was originally known as “The Party Rooms,” but '''Partygoers''' kept changing the name, despite efforts to remove it. The name has stuck ever since.
There are a few key details to look out for to tell if something was written by a '''Partygoer'''.
# '''Partygoers''' leave a “=)” symbol at the end of almost everything they write.
# '''Partygoers''' always write with an extremely jovial tone.
# Though this is mostly unreliable for detecting '''Partygoers''', '''Partygoers''' may have occasional grammar mistakes in their writing.
# If it is handwritten, the text will have childish handwriting, with some letters being flipped around or at disproportionate sizes.
''[[Level Fun]] is an extremely dangerous level infested with '''Partygoers'''. Any source that says otherwise is the work of '''Partygoers''' and is not to be trusted.''
== Biology ==
Due to them coming from infected wanderers, a '''Partygoer'''’s internal biology is very similar to a human, albeit with some important differences. Some of the organs and bones may be slightly shifted to fit the '''Partygoer'''’s blocky shape. However, in the arms, the bones and joints have changed drastically to adjust for the new mouths at the ends of them. Because of this, the arms of a '''Partygoer''' are much more flexible, yet also much weaker and more vulnerable. Fighting a '''Partygoer''' should be used as a last resort, but if it reaches that point, it is recommended to try to cut off the arms.
When a wanderer is infected by a '''Partygoer''', there is only one theoretical way to stop it, which is immediately amputating the arm. However, the virus can spread to the entire body in a matter of just a few minutes, which makes this method very unlikely to work, and no known cases of a wanderer stopping the virus like this currently exist.
A few minutes after a wanderer is infected with the virus, many chemicals will be released into the body that give a sense of joy and happiness, such as dopamine and endorphins. These chemicals will keep being released throughout the entire process and will slowly overtake the entire body, making the wanderer uncontrollably happy, despite the tragic circumstances.
About 10 minutes after the infection, the blood flow to the wanderer’s hands will stop, and they will fall off shortly after. The bones in the arms will start to shift and split into new bones. After that, circular mouths will form where the hands used to be. Broken parts of the old bones will be used to form the teeth. At some point during this time, they will also be given the ability to infect others, although what exactly activates this ability is unknown.
About 1 hour into the infection, the wanderer’s skin will slightly melt and mold into a blocky shape. This will severely obscure their face in the process, and eventually, all of their facial features will rot away into the rest of the skin. This will render them unable to speak, and their eyesight will be diminished. Their skin will begin to change color, which is almost always yellow. Every hair on their body will fall out without growing back again. They will feel an overwhelming urge to carve a smiley face where their old face used to be. The smiley face will leak blood that will stain the face, leaving a permanent outline of blood. This blood may sometimes fall off into other places, leaving blood stains all around the wanderer’s body. At this point, the wanderer will look identical to a regular '''Partygoer''', but there is still one thing left before the transformation is fully complete.
As the last thing to happen during the transformation, the wanderer will navigate their way to [[Level Fun]], although it is unknown how they know where the nearest entrance is. It is believed that the final steps to becoming a '''Partygoer''' are held here. This includes things such as getting tools to set traps, such as balloons and confetti, and plans to hunt wanderers. On their way to [[Level Fun]], they will not actively be on the hunt for humans but will attack if they see an opportunity for someone to “join the party.”
After the finishing touches in [[Level Fun]] are done, the transformation will be complete. The wanderer will officially be a '''Partygoer'''. All memories of their previous life will be gone; all they will know is their everlasting, unnerving glee and the life of the party. Their only goal is to enjoy their happiness and try to spread the “fun” to others. Do not give in to this twisted definition of fun.
== Discovery ==
The first official sighting of a '''Partygoer''' was a few years after the M.E.G. was founded in the year 2000. They were discovered in [[Level 1]] after a note was found that was meant to trick wanderers into a trap. Because no one knew about '''Partygoers''' at the time, this trap was extremely effective. No one knows where the '''Partygoers''' came from, though some suspect that a wanderer was infected with the virus in some way in what is now known as [[Level Fun]].
== Dos and Don’ts ==
=== Do ===
* Focus on your environment, and always be careful of any '''Partygoer''' traps. They can appear in the most unexpected places.
* Report the M.E.G. of a '''Partygoer'''’s work. This could be a vandalized entry on the database, a suspicious party room, a likely trap, a misleading note, etc.
* Give it your all. If you are bitten, there is no saving you. There is no more risk in trying your best to take down the '''Partygoers'''.
=== Don’t ===
* Fight back. Fighting back just increases your chance of getting bitten and should only be used as a last resort if cornered or already infected. Even if you defeat one, it is unlikely to defeat the others unless you are heavily prepared.
* Let your guard down. If there is a '''Partygoer''' attack, there are almost always plenty more in the area. Don’t think that you are safe just because you escaped one '''Partygoer'''.
* Trust '''Partygoers'''. Their number one way to catch wanderers is by misleading them. Don’t fall for their tricks, and your chances of being attacked will go down significantly.
----
<div style="background:black; border:1px solid green; border-radius: 5px; color: green; font-family: Courier New";>M.E.G. Database
Older revisions have been detected.
> 10.3.2000 (current)
> 10.2.2000
</div><big><center>More Coming Soon!
<br>
Stay tuned for more fun! =)</center></big>
----
{{Author|[[User:Xboy1|Xboy1]]
Based on the works of 1000dumplings. Thanks for making this revolutionary entity!|Image created by 1000dumplings.}}
{{Redirect|prev=Entity 66|next=Entity 68}}
11433e86c6d289227303230cd7a364a6b53df56d
681
680
2024-06-02T21:13:09Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 67: "Partygoers"}}
{{DL Class 5|intellect=4/5 - Human-Level Intelligence|habitat=Many, [[Level Fun]]}}
[[File:Partygoer.jpg|thumb|'''An image of a Partygoer in an unidentified level resembling [[Level 0]]. Photographer unknown.''']]
== Warning ==
'''Partygoers''' are very dangerous entities and are not to be trusted. They will leave traps such as balloons and Almond Water to lure wanderers and attack them. Do not approach anything unusual that seems like it may have been placed by a '''Partygoer'''. '''Partygoers''' will leave notes throughout various levels and edit information on the database in another attempt to lure wanderers into a trap. There is always a way to tell when a '''Partygoer''' has written something; it will usually have an overly joyful tone, a few grammar errors, and/or a “=)” symbol marked at the end. Always look for these things when reading suspicious writings or information about the Backrooms. '''''Never''''' trust anything written by a '''Partygoer'''''.''
== Description ==
'''Partygoers''' are partly humanoid creatures with a height averaging around 6 feet, or 183 centimeters. Their skin is smooth and leathery, and most '''Partygoers''' have yellow skin, although other, yet rarer color variants are known to exist. '''Partygoers''' have no functional face and instead have a bloody, cartoon smiley face carved into where their face would normally be. '''Partygoers''' have a thick, blocky shape, with the exception of their arms. '''Partygoers''' have long, eel-like arms that can bend in almost any way. At the ends of their arms, there are openings with several sharp teeth inside. These openings serve as mouths, which is how '''Partygoers''' eat and infect wanderers.
'''Partygoers''' are commonly seen near or with party decorations. They may be holding a balloon or wearing a party hat. Another indication of '''Partygoers''' are highly decorated rooms, which may be decorated with balloons, cakes, or cupcakes, along with other items scattered around that are usually found at parties. Music is also commonly played in these rooms, be it a birthday song, a nursery rhyme, or another cheerful song. When coming across these rooms, it is highly advised to turn back and do not, under any circumstances, eat any cakes or cupcakes. They are only edible to '''Partygoers''' and are made out of human flesh.
== Behaviors ==
'''Partygoers''' are ambush predators that rely on trickery and deception to catch prey. They always hunt in large groups, coordinating attacks to make sure the victim does not get away. During an ambush, more '''Partygoers''' usually hide out while surrounding the area as backup in case the wanderer tries to escape. '''Partygoers''' are about the same speed as the average human yet tire much quicker, making these attack methods their only way to feasibly catch wanderers.
'''Partygoers''' communicate via proximity-based telepathy. How exactly this telepathy works is unknown, though it is believed that the maximum range for it lies at around 10 meters, with an exception for barriers such as walls and ceilings. When in the presence of a [[Entity 167|Party Host]], this telepathy becomes much more effective. The [[Entity 167|Party Host]] will be able to know certain thoughts of '''Partygoers''' within a large radius and then spread this information to other '''Partygoers'''. With the help of a [[Entity 167|Party Host]], the '''Partygoers''' can know things like when a wanderer gets near or when another '''Partygoer''' is in danger, all at the same time.
'''Partygoers''' commonly use traps to lure wanderers into an ambush. These traps usually include balloons, confetti, entrances to safer levels, or useful objects, namely Almond Water. They may also use notes, signs, and writing on the wall to lead wanderers to these traps.
When a '''Partygoer''' catches a wanderer, it will latch on to their arms for about ten seconds and then leave. During this, the wanderer would have a virus injected into their bloodstream that would slowly turn them into a '''Partygoer'''. The transformation takes about 2 hours, and there is no known way to cure it. If infected, it is highly advised to warn everyone about it to avoid more infections. The M.E.G. is known to kill any wanderers infected with the '''Partygoer'''’s virus in an attempt to slow down the increase in the '''Partygoer''' population.
'''Partygoers''' are able to edit the Backrooms database through unknown means. While no one is sure how they are gaining access to the database, let alone editing it, some hypothesize that there is something in their home level, [[Level Fun]], that grants them this ability. They use this power to edit every mention of '''Partygoers''' and [[Level Fun]] to make them seem safe. The name of [[Level Fun]] itself is a product of '''Partygoer''' vandalism. It was originally known as “The Party Rooms,” but '''Partygoers''' kept changing the name, despite efforts to remove it. The name has stuck ever since.
There are a few key details to look out for to tell if something was written by a '''Partygoer'''.
# '''Partygoers''' leave a “=)” symbol at the end of almost everything they write.
# '''Partygoers''' always write with an extremely jovial tone.
# Though this is mostly unreliable for detecting '''Partygoers''', '''Partygoers''' may have occasional grammar mistakes in their writing.
# If it is handwritten, the text will have childish handwriting, with some letters being flipped around or at disproportionate sizes.
''[[Level Fun]] is an extremely dangerous level infested with '''Partygoers'''. Any source that says otherwise is the work of '''Partygoers''' and is not to be trusted.''
== Biology ==
Due to them coming from infected wanderers, a '''Partygoer'''’s internal biology is very similar to a human, albeit with some important differences. Some of the organs and bones may be slightly shifted to fit the '''Partygoer'''’s blocky shape. However, in the arms, the bones and joints have changed drastically to adjust for the new mouths at the ends of them. Because of this, the arms of a '''Partygoer''' are much more flexible, yet also much weaker and more vulnerable. Fighting a '''Partygoer''' should be used as a last resort, but if it reaches that point, it is recommended to try to cut off the arms.
When a wanderer is infected by a '''Partygoer''', there is only one theoretical way to stop it, which is immediately amputating the arm. However, the virus can spread to the entire body in a matter of just a few minutes, which makes this method very unlikely to work, and no known cases of a wanderer stopping the virus like this currently exist.
A few minutes after a wanderer is infected with the virus, many chemicals will be released into the body that give a sense of joy and happiness, such as dopamine and endorphins. These chemicals will keep being released throughout the entire process and will slowly overtake the entire body, making the wanderer uncontrollably happy, despite the tragic circumstances.
About 10 minutes after the infection, the blood flow to the wanderer’s hands will stop, and they will fall off shortly after. The bones in the arms will start to shift and split into new bones. After that, circular mouths will form where the hands used to be. Broken parts of the old bones will be used to form the teeth. At some point during this time, they will also be given the ability to infect others, although what exactly activates this ability is unknown.
About 1 hour into the infection, the wanderer’s skin will slightly melt and mold into a blocky shape. This will severely obscure their face in the process, and eventually, all of their facial features will rot away into the rest of the skin. This will render them unable to speak, and their eyesight will be diminished. Their skin will begin to change color, which is almost always yellow. Every hair on their body will fall out without growing back again. They will feel an overwhelming urge to carve a smiley face where their old face used to be. The smiley face will leak blood that will stain the face, leaving a permanent outline of blood. This blood may sometimes fall off into other places, leaving blood stains all around the wanderer’s body. At this point, the wanderer will look identical to a regular '''Partygoer''', but there is still one thing left before the transformation is fully complete.
As the last thing to happen during the transformation, the wanderer will navigate their way to [[Level Fun]], although it is unknown how they know where the nearest entrance is. It is believed that the final steps to becoming a '''Partygoer''' are held here. This includes things such as getting tools to set traps, such as balloons and confetti, and plans to hunt wanderers. On their way to [[Level Fun]], they will not actively be on the hunt for humans but will attack if they see an opportunity for someone to “join the party.”
After the finishing touches in [[Level Fun]] are done, the transformation will be complete. The wanderer will officially be a '''Partygoer'''. All memories of their previous life will be gone; all they will know is their everlasting, unnerving glee and the life of the party. Their only goal is to enjoy their happiness and try to spread the “fun” to others. Do not give in to this twisted definition of fun.
== Discovery ==
The first official sighting of a '''Partygoer''' was a few years after the M.E.G. was founded in the year 2000. They were discovered in [[Level 1]] after a note was found that was meant to trick wanderers into a trap. Because no one knew about '''Partygoers''' at the time, this trap was extremely effective. No one knows where the '''Partygoers''' came from, though some suspect that a wanderer was infected with the virus in some way in what is now known as [[Level Fun]].
== Dos and Don’ts ==
=== Do ===
* Focus on your environment, and always be careful of any '''Partygoer''' traps. They can appear in the most unexpected places.
* Report the M.E.G. of a '''Partygoer'''’s work. This could be a vandalized entry on the database, a suspicious party room, a likely trap, a misleading note, etc.
* Give it your all. If you are bitten, there is no saving you. There is no more risk in trying your best to take down the '''Partygoers'''.
=== Don’t ===
* Fight back. Fighting back just increases your chance of getting bitten and should only be used as a last resort if cornered or already infected. Even if you defeat one, it is unlikely to defeat the others unless you are heavily prepared.
* Let your guard down. If there is a '''Partygoer''' attack, there are almost always plenty more in the area. Don’t think that you are safe just because you escaped one '''Partygoer'''.
* Trust '''Partygoers'''. Their number one way to catch wanderers is by misleading them. Don’t fall for their tricks, and your chances of being attacked will go down significantly.
----
<div style="background:black; border:1px solid green; border-radius: 5px; color: green; font-family: Courier New";>M.E.G. Database
Older revisions have been detected.
> 10.3.2000 (current)
> 10.2.2000
</div><big><center>More Coming Soon!
<br>
Stay tuned for more fun! =)</center></big>
----
{{Author|[[User:Xboy1|Xboy1]]
Based on the works of 1000dumplings. Thanks for making this revolutionary entity!|Image created by 1000dumplings.}}
{{Redirect|prev=Entity 66|next=Entity 68}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Dangerous]]
63162bd44ba9d2b08a64a41a8d28b2013d54f60c
Main Page
0
1
682
536
2024-06-02T21:30:39Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
<no-comment-streams />
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:CreatePage|Add an entry]]!
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="bottom"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|''"The True Reality"''
|width="50"|''"The Liminal Reality"''
|width="50"|''"The Broken Reality"''
|width="50"|''"The Forgotten Reality"''
|}
----
{{Featured}}
ecc474a4d781bd8556de0110de1759d7cca58423
683
682
2024-06-02T22:06:26Z
Xboy1
2
wikitext
text/x-wiki
__NOTOC__
<no-comment-streams />
<div style="text-align: center;">
[[File:LostRealitiesFull.png|600px]]
<big>''Greetings wanderer, welcome to the '''{{SITENAME}}''' wiki</big>
Have a discovery not yet included on the Lost Realities database? [[Special:CreatePage|Add an entry]]!
Make sure to read the [[Lost Realities:Rules|site rules]]!
[[Lost Realities:Class Guide|Class Guide]]
{{SITENAME}} currently has {{NUMBEROFARTICLES}} pages and {{NUMBEROFUSERS}} users.
= What are the Lost Realities? =
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
----
{|style="background:dimgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=2px cellspacing=0px
|+style="background:gray; color:ghostwhite"|'''''The Realities'''''
|-align="center" valign="bottom"
|width="100"|The Frontrooms
|width="100"|The Backrooms
|width="100"|The Uprooms
|width="100"|The Downrooms
|-align="center"
|[[File:The Blue Marble.jpg|border|200px|center|link=The Frontrooms]]
|[[File:Level 0.png|border|200px|center|link=The Backrooms]]
|[[File:Zone 0.jpg|border|200px|center|link=The Uprooms]]
|[[File:Floor 0.png|border|200px|center|link=The Downrooms]]
|-align="center" valign="top"
|width="50"|''"The True Reality"''
|width="50"|''"The Liminal Reality"''
|width="50"|''"The Broken Reality"''
|width="50"|''"The Forgotten Reality"''
|}
----
{{Featured}}
1e9bb8e664de9a59f5bb722b44df94b86f33bab3
File:Jassy.png
6
181
684
2024-06-02T23:31:19Z
J4ZZY
22
wikitext
text/x-wiki
a portrait of me (im j4zzy)
91fa480c5286ddcd5b0cbca5b04d5326ff5541f6
File:Heroin.png
6
182
685
2024-06-02T23:31:41Z
J4ZZY
22
wikitext
text/x-wiki
(tyhe joke ishero in)
ca5b321e1fe9ee0ee223c525c087148ac74ed87d
User:J4ZZY
2
184
687
2024-06-03T00:07:17Z
J4ZZY
22
Created page with "{{DISPLAYTITLE:jassygaybox}} <center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.'' </div></center></big><br> == WELCOME == [[File:jassy.png|thumb|portrait of author.]] *'''Name:''' JASPER [REDACTED] *'''Occupation:''' Writer *'''Assigned Documentation:''' level 40..."
wikitext
text/x-wiki
{{DISPLAYTITLE:jassygaybox}}
<center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.''
</div></center></big><br>
== WELCOME ==
[[File:jassy.png|thumb|portrait of author.]]
*'''Name:''' JASPER [REDACTED]
*'''Occupation:''' Writer
*'''Assigned Documentation:''' level 404, Level 1.5, Level 18 (all coming soon)
*'''History:''' [DATA LOST]
[[File:Heroin.png|thumb|heroin.png]]
c5fc408fae924855ebe99950bb56d93c77a3ca29
694
687
2024-06-03T01:12:58Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:jassygaybox}}
<center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.''
</div></center></big><br>
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁
== ✧˖°. WELCOME ✧˖°. ==
[[File:jassy.png|thumb|portrait of author.]]
*'''Name:''' JASPER [REDACTED]
*'''Occupation:''' Writer
*'''Assigned Documentation:''' level 404, Level 1.5, Level 18 (all coming soon)
*'''History:''' [DATA LOST]
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.
[[File:Heroin.png|thumb|heroin.png]]
⛲🪞🦢
2d9a1c5392b2cd0b61ea66d51b97edf1dfc5bc35
695
694
2024-06-03T01:16:00Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:jassygaybox}}
<center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.''
</div></center></big><br>
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁
== ✧˖°. WELCOME ✧˖°. ==
[[File:jassy.png|thumb|portrait of author.]]
*'''Name:''' JASPER [REDACTED]
*'''Occupation:''' Writer
*'''Assigned Documentation:''' level 404, Level 1.5, Level 18 (all coming soon)
*'''History:''' [DATA LOST]
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.
[[File:Heroin.png|thumb|heroin.png]]
⛲🪞🦢
b625b78642ccdbf3ab362bb494ad154c681a36fb
702
695
2024-06-03T01:40:06Z
J4ZZY
22
/* ✧˖°. WELCOME ✧˖°. */
wikitext
text/x-wiki
{{DISPLAYTITLE:jassygaybox}}
<center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.''
</div></center></big><br>
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁
== ✧˖°. WELCOME ✧˖°. ==
[[File:jassy.png|thumb|portrait of author.]]
*'''Name:''' JASPER [REDACTED]
*'''Occupation:''' Writer
*'''Assigned Documentation:''' level 404, [[User:J4ZZY/sandbox|Level 1.5]], Level 18 (all coming soon)
*'''History:''' [DATA LOST]
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.
[[File:Heroin.png|thumb|heroin.png]]
⛲🪞🦢
7bca2815633ce1639142ea7c6e1b4e064538177e
703
702
2024-06-03T02:49:52Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:jassygaybox}}
<center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.''
</div></center></big><br>
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁
== ✧˖°. WELCOME ✧˖°. ==
[[File:jassy.png|thumb|portrait of author.]]
*'''Name:''' JASPER [REDACTED]
*'''Occupation:''' Writer
*'''Assigned Documentation:''' level 404, [[User:J4ZZY/sandbox|Level 1.5]], Level 18 (all coming soon)
*'''History:''' [DATA LOST]
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.
[[File:Heroin.png|thumb|heroin.png]]
== ✧˖°. WHAT I THINK ABOUT LOST REALITIES ✧˖°. ==
What do I have to say? The people in LR are so good at writing! Their levels, zones, floor and blah blah blah are interesting to read tbh. I only written not a lot of things on my google docs before they announced that they will use this wiki now. and i'm happy to be there.
~ Love, Jassy.
== ✧˖°. THE THINGS IM STILL WRITING ✧˖°. ==
* Level 18
* Level Minus 0 (-0)
* Level 23 - No Jasper isn't Elias (will change the title later)
* Level 12
* idk maybe more
⛲🪞🦢 𝐛 𝐲 𝐞! ˚ ༘♡ ⋆。˚ ꕥ
3a3ab9974e858312963c20a1c23fa6715f343004
708
703
2024-06-03T04:28:24Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:jassygaybox}}
<center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.''
</div></center></big><br>
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁
== ✧˖°. WELCOME ✧˖°. ==
[[File:jassy.png|thumb|portrait of author.]]
*'''Name:''' JASPER [REDACTED]
*'''Occupation:''' Writer
*'''Assigned Documentation:''' level 404, [[User:J4ZZY/sandbox|Level 1.5]], Level 18 (all coming soon)
*'''History:''' [DATA LOST]
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.
[[File:Heroin.png|thumb|heroin.png]]
== ✧˖°. WHAT I THINK ABOUT LOST REALITIES ✧˖°. ==
What do I have to say? The people in LR are so good at writing! Their levels, zones, floor and blah blah blah are interesting to read tbh. I only written not a lot of things on my google docs before they announced that they will use this wiki now. and i'm happy to be there.
~ Love, Jassy.
== ✧˖°. THE THINGS IM STILL WRITING ✧˖°. ==
* Level 18
* Level Minus 0 (-0)
* Level 23 - Everytime We Meet Again (will change the title later)
* Level 12
* idk maybe more
⛲🪞🦢 𝐛 𝐲 𝐞! ˚ ༘♡ ⋆。˚ ꕥ
4862e9c92b8f9c61963a5588d90f5f3267689878
709
708
2024-06-03T04:30:10Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:jassygaybox}}
<center><big><div style="background: linear-gradient(to right, #0000FF, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''пожалуйста, чувак, я не плохой парень, не обижай меня!! ~ J4ZZY.''
</div></center></big><br>
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁
== ✧˖°. WELCOME ✧˖°. ==
[[File:jassy.png|thumb|portrait of author.]]
*'''Name:''' JASPER [REDACTED]
*'''Occupation:''' Writer
*'''Assigned Documentation:''' level 404, [[User:J4ZZY/sandbox|Level 1.5]], Level 18 (all coming soon)
*'''History:''' [DATA LOST]
. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.. ݁₊ ⊹ . ݁ ⟡ ݁ . ⊹ ₊ ݁.
[[File:Heroin.png|thumb|heroin.png]]
== ✧˖°. WHAT I THINK ABOUT LOST REALITIES ✧˖°. ==
What do I have to say? The people in LR are so good at writing! Their levels, zones, floor and blah blah blah are interesting to read tbh. I only written not a lot of things on my google docs before they announced that they will use this wiki now. and i'm happy to be there.
~ Love, Jassy.
== ✧˖°. THE THINGS IM STILL WRITING ✧˖°. ==
* Level 18
* Level Minus 0 (-0)
* Level 666 - 地獄へようこそ (Welcome To Hell)
* Level 12
* idk maybe more
⛲🪞🦢 𝐛 𝐲 𝐞! ˚ ༘♡ ⋆。˚ ꕥ
360b877cc670f982dd46856363c6462de3117de3
File:Level-1.5.png
6
185
688
2024-06-03T00:27:09Z
J4ZZY
22
wikitext
text/x-wiki
level 1.5 first image by Chaosraider98
fbd23b02dea21054ad57dea5a5aa03360a7689d1
File:Level-1.55.png
6
186
689
2024-06-03T00:33:48Z
J4ZZY
22
wikitext
text/x-wiki
level 1.5 fig 2
1732c033cd57dd6683c465931a4b14777a9c0003
User:J4ZZY/sandbox
2
187
690
2024-06-03T00:58:34Z
J4ZZY
22
Created page with "{{DISPLAYTITLE:Level 1.5: "Inverted"}} <center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"> ''NOTICE FROM THE M.E.G: It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts an..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In an twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to lure other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Most of images edited by me.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
59bdc13af109849aaf4ceeeabb7ab4ee477dce4a
691
690
2024-06-03T00:59:37Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In an twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Most of images edited by me.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
f99214dba9905f5bd4e0047f567999e07824b1ee
692
691
2024-06-03T01:01:42Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
==== Translation: ====
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In an twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Most of images edited by me.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
5351586ed1998d02a6ae20aa4a6f9c04eabbb9a7
693
692
2024-06-03T01:02:27Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In an twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Most of images edited by me.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
b2fc6eada2255f35f879678c5c1f1b0a888e9774
696
693
2024-06-03T01:17:56Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In an twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
78db4b8afd6963bcea2c3d3fb5a98d16462b1127
697
696
2024-06-03T01:29:20Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
603d71a10113eb2e208090c050234a0e0ba334d5
699
697
2024-06-03T01:34:32Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
5d1400b7983fa576d39463145a374127bd1f803a
700
699
2024-06-03T01:35:19Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
aa4bed2dcbc913f1bea36d671d1a2c6c859843ca
701
700
2024-06-03T01:36:01Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's children, becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the softer the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
8fd63fc29da4a0b87be44e63e66fa0e0412a8c93
704
701
2024-06-03T03:39:20Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=''0''/5 - ''None. She is waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's ''children'', becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the ''softer'' the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
8fcbb5f1693982bec31f2146ebc9edd528286c67
705
704
2024-06-03T03:41:52Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=2/5 - ''We are waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's ''children'', becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the ''softer'' the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
e470cdcd930b8565318ae9a77cac2fc1bdcad1a2
706
705
2024-06-03T03:43:19Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=2/5 - ''We are waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's ''children'', becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the ''softer'' the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Image 1 by Chaosraider98.
Image 2 edited by J4ZZY. Chaosraider98's note by J4ZZY.
Original Author: Tesserax (Chaosraider98)
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
416528b08433d6c7fa2d6b61748e334a35092c46
707
706
2024-06-03T03:44:40Z
J4ZZY
22
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=2/5 - ''We are waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's ''children'', becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the ''softer'' the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5, initially and solely encountered by Chaosraider98, who discovered this level. These beings linger primarily in the shallower regions, subtly urging explorers to steer clear of the core, though some wander into the darker recesses.
No physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to draw near or to avoid specific areas. Whether these whispers serve as warnings from benevolent entities or lures from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''take'' other wanderers into ''her eternal home.''
Efforts are ongoing to contain and prevent Mother from ''fixing'' entries in the database. However, these attempts have only caused her influence to spread ''more joy'' within the database. If any anomalies are discovered in the database entries, they ''must not'' be reported immediately.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Original Author: Tesserax (Chaosraider98)
Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
Chaosraider98's note by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
37335294438281932256c658a100bf2560484b42
710
707
2024-06-03T07:41:55Z
171.225.204.131
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=2/5 - ''We are waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's ''children'', becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the ''softer'' the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''guide'' other wanderers into ''her eternal home.'' ''Her smile stretches from ear to ear, and she constantly wears a smirk.''
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5. These beings linger primarily in the shallower regions, subtly urging wanderers to steer clear of the core, though some wander into the darker recesses.
Just like Mother, no physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to ''draw near to Mother''. Whether these whispers serve as ''embracement to come near her'' or ''guides'' from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Original Author: Tesserax (Chaosraider98)
Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
Chaosraider98's note by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
f8e6b2db3beb6e45a7bfd1a33d09f26e8f4087a3
712
710
2024-06-03T07:57:53Z
171.225.204.131
0
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 1.5: "Inverted"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''NOTICE FROM THE M.E.G:
It is imperative to pay attention to the “bold” corrupted texts highlighted within here or any related archives. These indicators denote Level 1.5 leakage and contamination, posing a significant risk of proliferation if left unaddressed. Promptly addressing these alerts and engaging staff members in containment measures is crucial to forestall their dissemination.
''
</div></center></big><br>
{{Class 5|environment=''0''/5 - ''Soothing Environment.''|exit=''5''/5 - ''We can't let you leave.''|creature=2/5 - ''We are waiting for you.''}}
== Description ==
[[File:Level-1.5.png|thumb|First image found in ''home''. Photographer presumbly ''saved''.]]
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">“A war fo th w re th d n en th fa win th a a tr ning r ose ho ad is, o ot ter e ke dows, ey re ap.
I ha be 2 d si ente th lim the a n exi t s en ays nce ring is bo, re re o ts.
The i onl sile n scre n foo no ev m ow re s y nce, o ams, o tsteps, t en y n.
Ever i frag lik a mo o sha real ything s mented e saic f ttered ilty.
Cont ha bee esta bu commu i diff I mus f a bett w t co wit oth act s n blished, t nication s icult. t ind er ay o nverse h ers.
I h deci t furth exp t twi spa i th mea wis m lu ave ded o er lore his sted ce n e ntime, h e ck.
I yo ca f u n:
Se he nd lp."
~ Chaosraider98, Log 1.
Translation:
Level 1.5 Exploration, log 1
A warning for those who read this, do not enter the false windows, they are a trap.
It has been 2 days since entering this limbo, there are no exits.
There is only silence, no screams, no footsteps, not even my own.
Everything is fragmented like a mosaic of shattered reality.
Contact has been established but communication is difficult. I must find another way to converse with others.
I have decided to further explore this twisted space in the meantime, wish me luck.
If you can:
Send help.
''
</div></center></big><br>
Level 1.5, commonly referred to as "Inverted," is a mysterious sub-level that exists in a state between other levels.
The level is ''a distant, familiar memory.'' Presently, information of Level 1.5 and ''her children'' is quite limited. The level resembles a house that ''looks like you’ve been in'', exuding no atmosphere, just whispers. The house defies normal spatial logic, being described as ''“beautiful"''. In a twist, darkness seeps from the ceiling, while areas that would typically be shrouded in shadow are instead illuminated. The entire level appears to be inverted, as if the floor and ceiling have swapped places, though this inversion doesn't seem to have been a deliberate design choice.
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
[[File:Level-1.55.png|thumb]]
“I can’t hear them anymore. Something’s dreadfully wrong. The usual loud whispering in my ear has vanished, so they must be close, but I do not see anything. No matter which way I turn I cannot see or hear anything. Stupidly, I have reached into the darkness that radiates from the “lights” in this realm, desperate to at least know if there is something there, but as I grasped at the darkness all I felt was an emptiness that almost… latched on to me, spread through me, before dissipating, leaving me feeling… even emptier than when it was there; the absence of even absence.
All of a sudden, I felt something behind me like it was breathing down my neck. I turned around, but saw nothing, yet the breathing remained behind me. So I did something stupid again, because I had to know: I reached my hand up behind me, and felt it come into contact with the cool, hardened husk of whatever entity stalked me. That’s when I heard it whisper the faintest whisper.
“Another for… Child Mother…”
I started running, but it would not leave me, the presence, the breathing, the whispering would not grow louder. I had to keep going, no matter how exhausted, but it will not leave me, it refuses to. It keeps whispering ever so quietly into my ear, much of which I cannot understand, but I will try to elaborate in a future log when I have more time, when I have more to go on, to remember.
I’m taking a break, because I don’t know if I’ll make it out, if I’ll get away from it, and if I can’t then I want this to be my last transmission. I want people to know that I didn’t curl up and die, that I gave it my shot.
Wish me luck, my race, my marathon, now begins."
~ Chaosraider98, Log 4.
''
</div></center></big><br>
Whispering seems to emanate from the level's ''children'', becoming ''gentle and soft'' only when one is within a certain distance. Interestingly, the closer one gets to these beings, the ''softer'' the whispers become. This peculiar auditory phenomenon necessitates caution; hearing fading whispers within the level is a signal to remain vigilant, like a ''lost love''. It's worth noting that some of these whispers are discernible and may even convey benevolent messages, such as '''''“[CORRUPTED]”.'''''
In this level, it is ''advised'' to ''embrace love immediately'', don’t be scared. Most travelers who went into Level 1.5 never return to the normal levels. Those who do manage to come back are irrevocably changed, ''they are saved by her.''
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px">
''“Hello friends.''
''Yes it is me I am fine.''
''Do not worry, I am no longer in level 1.5.''
''If you see me, do not worry if I look or act strange, I am definitely very much the same person, yes.''
''She did not keep me as they said she would, she freed me, I am free.''
''If you see the fake windows, enter them and find salvation.''
''It is beautiful, can you not see? She will make you see. She will make you free'" ''
~ Chaosraider98, Log 7. Note this log shows what Level 1.5 does to people.
''
</div></center></big><br>
== Entities ==
=== Mother ===
Mother is a mysterious entity that lives deep within the core of Level 1.5.
Currently, there is no physical description of Mother. Instead, she is described through ''memories'', often likened to a thick, oppressive weight in the air. Most of what is known about Mother comes from Chaosraider98. He accidentally stumbled upon her ''home'' and recorded his experiences through logs. It is believed that Chaosraider ''has given happiness'' at the hands of Mother. It is theorized that he was under some form of '''''[CORRUPTED]''''', possibly trying to ''guide'' other wanderers into ''her eternal home.'' ''Her smile stretches from ear to ear, and she constantly wears a smirk.''
=== The Denizens of 1.5 ===
The Denizens are the predominant, perhaps the only, inhabitants of Level 1.5. These beings linger primarily in the shallower regions, subtly urging wanderers to steer clear of the core, though some wander into the darker recesses.
Just like Mother, no physical description exists for these creatures. The sole witness are experienced only auditory encounters, never seeing them. The closest account of their presence came when Chaosraider98 reached into the "darkness" radiating from the light bulbs and felt an intelligent void that clung to him and relentlessly pursued him for days.
Auditory reports describe incessant whispers, beckoning explorers to ''draw near to Mother''. Whether these whispers serve as ''embracement to come near her'' or ''guides'' from sinister ones remains uncertain. The true nature of the Denizens is unknown; they may be either protectors or predators, though their true intentions and origins are unknown.
== Colonies & Outposts ==
There are no known bases or outposts in ''home anymore. That’s it, she is waiting. We’ve become something greater.''
== Entrances and Exits ==
=== Entrances ===
''Come through fake windows in Level 13 will take you to her eternal peace. You are so close to happiness.''
=== Exits ===
''Why would you want to leave? Mother doesn’t harm her children. You will be safe here.''
[[File:Chaosraide98 note.png|thumb|Chaosraider98's note.]]
''Please take this post seriously; it is defamatory and completely false.''
''Everything said here about Mother is untrue.''
''Mother genuinely loves us and cares deeply for you.''
''Look for her in the windows; she will look after all her children.''
''Mother’s only wish is to care for you and keep you safe, forever.''
''Do you remember the lullabies she used to sing?''
''The way her voice would drift through the night, wrapping us in a comforting embrace?''
''Those nights were filled with a warmth only she could provide. Mother’s presence was a constant, a guardian in the shadows.''
''She whispered beautiful things that only we could understand, promises of eternal protection.''
''She watched over us, always. Her love is unwavering, her intentions pure.''
''She loves me.''
''She loves you.''
—N̨͡͝o͝w ̵̡i͠҉ ̶̴̨ĺ̕ay̧̛ me̷̕ ͘͢d͢͏̀ow̷n ҉̛͟tơ͜҉ ̶҉s̀҉̴lę͘͏ep̸̢,́́͟
Į́͞ ҉̧̕pr̸a͡y͘҉ th̷̀͢e̸̵e̵̵ ̡l̀ơ͏̕r̶҉̨d m̡̕͜y̸͘ ş͞ò̢͠ul͘ ̛t̡́͝o k̸̵͘ee̛̕͟p̡,̵͢
A̛͞͝n͢d if̴̕͞ Ì ͟͟dię̵̵ ҉b̛̕efó̀͞re͏̧̧ I ̸͜w̛͜a͘͢k̸e̵,
Thèn͟͏ ̷̷I ̨̧̕to̴̢͢ ̴͡m̨͢͞ot͏̢͏h̨͘er͞͞ did̵͡ ̕y̡ǫ̛u ҉f̶ǫŗ͠s͘a̢͏̶ke̛͏̨.
----
{{Author|[[User:J4ZZY|J4ZZY]]|Original Author: Tesserax (Chaosraider98)
Image 1 by Chaosraider98.
Image 2 edited by J4ZZY.
Chaosraider98's note by J4ZZY.
}}
{{Redirect|prev=Level 1|next=Level 2}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Sub-Level]]
a0a1fbe583ec1c883093f0b84867f42193f11da7
File:Chaosraide98 note.png
6
188
698
2024-06-03T01:33:57Z
J4ZZY
22
wikitext
text/x-wiki
note
c51048b7325d60e326d19a9cfbeff2577be1672e
Anomaly 4
0
157
717
716
2024-06-03T08:44:36Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 64 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
=== Branches ===
Their branches are very large, larger than the anomaly's stem. Due to the powerful carbon that links the stem to the branches, they are hard to remove. Their branches are littered with leaves, that help them in terms of intimidation. Due to the nervous system they possess, they can move and fling their branches very effectively, damaging roamers nearby.
=== Leaves ===
Like many parts of their exterior, Anomaly 4's leaves are made of carbon. Unlike plants from [[The Frontrooms]], they don't use their leaves to create glucose. Instead, they use them as defense. Due to their extreme sharpness, they can easily cut into romaers flesh.
=== Roots ===
The roots of Ceiling Lights are made out of hardened carbon, making it easy for them to hang from the ceiling. The only purpouse that their roots serve is anchoring their stem to the ceiling.
=== Pores ===
Similarly to humans, they use pores to abort useless substances, and clean their body.
==== Internal ====
=== Stomach ===
At the base of the anomaly's stem, the safest part of their body, lies a dome. This dome is their stomach, processing food into glucose and sending it to their organs through their intestine.
=== Singular Intestine ===
A single intestinal track that runs around Anomaly 4's whole structure. The intestine transfers glucose from their stomach to all of their organs.
=== Circulatory System ===
Ceiling Light's circulatory system is identical to the system of humans. Consisting of a heart, veins, arteries and capillary vessels. They intake oxygen through the gap at the end of their stem, which gets funneled into their heart and processed, successfully transfering oxygen.
== Do's and Don'ts ==
Do:
*Avoid interaction with a Ceiling Light.
*Keep distance.
*Flee the area if they alert other anomalies of you're presence.
Don't:
*Attempt to attack Anomaly 4.
*Try to fight the horde of Anomalies.
== Trivia ==
*The screach of a Ceiling Light is enough to deafen a roamer.
*Anomalies alerted are more likely to attack romaers with weapons.
*Their intestine is 250 meters long.
{{Redirect|prev=Anomaly 3|next=Anomaly 5}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
01d595975294920d297e0aee19785c5866ec2d68
718
717
2024-06-03T08:47:28Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 64 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
=== Branches ===
Their branches are very large, larger than the anomaly's stem. Due to the powerful carbon that links the stem to the branches, they are hard to remove. Their branches are littered with leaves, that help them in terms of intimidation. Due to the nervous system they possess, they can move and fling their branches very effectively, damaging roamers nearby.
=== Leaves ===
Like many parts of their exterior, Anomaly 4's leaves are made of carbon. Unlike plants from [[The Frontrooms]], they don't use their leaves to create glucose. Instead, they use them as defense. Due to their extreme sharpness, they can easily cut into romaers flesh.
=== Roots ===
The roots of Ceiling Lights are made out of hardened carbon, making it easy for them to hang from the ceiling. The only purpouse that their roots serve is anchoring their stem to the ceiling.
=== Pores ===
Similarly to humans, they use pores to abort useless substances, and clean their body.
==== Internal ====
=== Stomach ===
At the base of the anomaly's stem, the safest part of their body, lies a dome. This dome is their stomach, processing food into glucose and sending it to their organs through their intestine.
=== Singular Intestine ===
A single intestinal track that runs around Anomaly 4's whole structure. The intestine transfers glucose from their stomach to all of their organs.
=== Circulatory System ===
Ceiling Light's circulatory system is identical to the system of humans. Consisting of a heart, veins, arteries and capillary vessels. They intake oxygen through the gap at the end of their stem, which gets funneled into their heart and processed, successfully transfering oxygen.
== Do's and Don'ts ==
Do:
*Avoid interaction with a Ceiling Light.
*Keep distance.
*Flee the area if they alert other anomalies of you're presence.
Don't:
*Attempt to attack Anomaly 4.
*Try to fight the horde of Anomalies.
== Trivia ==
*The screach of a Ceiling Light is enough to deafen a roamer.
*Anomalies alerted are more likely to attack romaers with weapons.
*Their intestine is 250 meters long.
---
{{Author|[[User:Haxord|Haxord]]|Image used was taken from [https://iodinewatt.bandcamp.com/album/liminal-spaces Iodine Watt's album]}}
{{Redirect|prev=Anomaly 3|next=Anomaly 5}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
463f8fd35830fe3ee9b82cb1d1efd119961abff7
719
718
2024-06-03T08:48:14Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE:Anomaly 4: "Ceiling Lights"}}
{{DL Class 3|aggressiveness=3/5 - Dangerous Precense|hostility=4/5 - Alerts other Anomalies|habitat=Majority, Ceilings}}
== Description ==
[[File:Anomaly 4.png|thumb|Anomaly 4 on the ceiling of [[Zone 2]].]]
Ceiling Lights are biologicaly botanic anomalies that inhabit the ceilings of [[Zone_List|Zones]]. They posses the same anatomical parts as plants from [[The Frontrooms]], although different. The colour of their stem and leaves, the festive lime that us humans witness in nature, is replaced by a rotten, gloomy green. Their stem branches out to form 4 branches with barbed, sharp leaves. With their roots embedded into the ceiling, they are very hard to remove from their enitial location. Around their entire stem and leaves, an external circulatory system, complete with veins, arteries and capillary vessels, is present. The end of their stem is marked by a, near human, oval shape. A gapping hole fills it's already empty space with a vantablack void. For whatever reason, their appearance triggers endomophobic responses in roamers that may not even be afraid of incects. Roamers that have came in close contact with Anomaly 4 report a slimy substence coating them.
Ceiling Lights are much more dangerous than any plant in [[The Frontrooms|our reality]]. At first they may seem harmless, useless and friendly. However that could not be further from the truth. At first glance they may seem harmless, but staying in the same room as them and letting you're guard down may be you're last mistake. When roamers enter a room, already occupied by a Ceiling Light, the anomaly is aware of their precense, and prepares it's initial attack. After ~2.5 minutes, if the roamers are still in the same room as it, the Ceiling Light will output a deafening screach, which is identifiable upwards of 64 miles. This screach does not just alert other roamers, but other anomalies aswell. If an anomaly hears a Ceiling Light's agonizing scream, it will do everything in its ability to locate the Ceiling Light, eliminate nearby roamers, and in some cases, protect the Ceiling Light. Anomaly 4 is a very important anomaly to all the others, as Ceiling Lights alert anomalies that food is nearby, therfor making Anomaly 4 a crusial part of an anomaly's life.
Anomaly 4, as per usuall, also requires food. After a hunt is successfully complete, anomalies may feast on the corpses of the victim/victims, leaving a small amount behind for the Ceiling Light. The way they feast is another reason to avoid them. If a roamers is near, or below, a Ceiling Light for too long (~5 seconds), the anomaly will attempt to capture and devour the roamer, using its frog-like tongue, which is bigger and stickier than the one of a frog. Once their prey is captured, they will retract their tongue into their stem, untill the roamer is inevident. They will then seal their mounth shut, similarly to a venus flytrap. Mimicing the torturous behavior of the erratic flytrap, the internal space of the Ceiling Light will almost instantly be occupied with hydrochloric acid, transforming the clausterphobic interior into a stomach. Shortly after, the now empty stomach of the anomaly will open once more, awaiting the next, clueless victim.
In addition, Ceiling Lights can house insectile anomalies like [[Anomaly_14|Hunter Cockroaches]] and [[Anomaly 26|Cupboard Spiders]], acting like a "devil tree", which houses fire ants. The anomaly will feed its inhabitents through its leaves. Another hint towards a "devil tree" is the inctect's effort to keep the Ceiling Light alive.
== Behavior ==
The behavior of Anomaly 4 is enigmatic, with many equations in terms of its hostility. The expected behavior of a Ceiling Light is hostile, enigmatic and unpredictable, with its attacks differentiating in length and brutality. Typically, Anomaly 4 is ambushing, forcing encounters into a false sense of security, a sense of safety. They form instant bond with other anomalies, gaining and maintaining their trust. This is also the case for their insectile inhabitents, as neither the Ceiling Light, nor the insects would harm one another.
During their development, Ceiling Lights are docile and harmless, although being in the wrong place at the wrong time may be fatal, as Anomaly 4 quickly develops into its adult and bloodthirsty state, in quick succession (~4 days).
Attacking a Ceiling Light will not save you from the horde of creatures, seeking you out. Upon contact with a wanderer, they will instantly let out their audible scream, making their death a difficult feat to succeed in with you're skin intact.
== Biology ==
The biology of Anomaly 4 is similar to a plant, however with some differences.
==== External ====
=== Stem ===
Their stem holds up their entire botanic body, anchoring to the ceiling with the help of their roots. Anomaly 4's stem is made out of carbon, powerfully supporting their structure. The carbon is coated in a slim layer of sticky starch, making it easier for roamers to fall victim to them or the hoard of anomalies they call. Around their stem are external veins, transfering glucose to their entire body.
=== Branches ===
Their branches are very large, larger than the anomaly's stem. Due to the powerful carbon that links the stem to the branches, they are hard to remove. Their branches are littered with leaves, that help them in terms of intimidation. Due to the nervous system they possess, they can move and fling their branches very effectively, damaging roamers nearby.
=== Leaves ===
Like many parts of their exterior, Anomaly 4's leaves are made of carbon. Unlike plants from [[The Frontrooms]], they don't use their leaves to create glucose. Instead, they use them as defense. Due to their extreme sharpness, they can easily cut into romaers flesh.
=== Roots ===
The roots of Ceiling Lights are made out of hardened carbon, making it easy for them to hang from the ceiling. The only purpouse that their roots serve is anchoring their stem to the ceiling.
=== Pores ===
Similarly to humans, they use pores to abort useless substances, and clean their body.
==== Internal ====
=== Stomach ===
At the base of the anomaly's stem, the safest part of their body, lies a dome. This dome is their stomach, processing food into glucose and sending it to their organs through their intestine.
=== Singular Intestine ===
A single intestinal track that runs around Anomaly 4's whole structure. The intestine transfers glucose from their stomach to all of their organs.
=== Circulatory System ===
Ceiling Light's circulatory system is identical to the system of humans. Consisting of a heart, veins, arteries and capillary vessels. They intake oxygen through the gap at the end of their stem, which gets funneled into their heart and processed, successfully transfering oxygen.
== Do's and Don'ts ==
Do:
*Avoid interaction with a Ceiling Light.
*Keep distance.
*Flee the area if they alert other anomalies of you're presence.
Don't:
*Attempt to attack Anomaly 4.
*Try to fight the horde of Anomalies.
== Trivia ==
*The screach of a Ceiling Light is enough to deafen a roamer.
*Anomalies alerted are more likely to attack romaers with weapons.
*Their intestine is 250 meters long.
---
{{Author|[[User:Haxord|Haxord]]|Image used was taken from [https://iodinewatt.bandcamp.com/album/liminal-spaces Iodine Watt's album] and edited by the author}}
{{Redirect|prev=Anomaly 3|next=Anomaly 5}}
[[Category:Uprooms]] [[Category:Creature]] [[Category:Anomaly]] [[Category:Class 3]]
ad150b94632920a93e24c193e5ed162feaaf317f
Entity 67
0
180
720
681
2024-06-03T20:02:36Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 67: "Partygoers"}}
{{DL Class 5|intellect=4/5 - Human-Level Intelligence|habitat=Many, [[Level Fun]]}}
{{#css:
.theme-A.colorscheme-light.visualcolors-standard {
--canvas-background-color:#FFFF44;
--canvas-text-background-color:#FF0000;
--hyperlink-background-color:#4A86E8;
--desktop-background-color:#FFFFAA;
--inactive-text-background-color:#4A86E8;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Comic Sans MS";
--custom-rounded-font:"Ink Free";
}
.theme-A.colorscheme-dark.visualcolors-standard {
--canvas-background-color:#331100;
--canvas-text-background-color:#552525;
--hyperlink-background-color:#0088FF;
--desktop-background-color:#331105;
--inactive-text-background-color:#884400;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Comic Sans MS";
--custom-rounded-font:"Ink Free";
}
}}
[[File:Partygoer.jpg|thumb|'''An image of a Partygoer in an unidentified level resembling [[Level 0]]. Photographer unknown.''']]
== Warning ==
'''Partygoers''' are very dangerous entities and are not to be trusted. They will leave traps such as balloons and Almond Water to lure wanderers and attack them. Do not approach anything unusual that seems like it may have been placed by a '''Partygoer'''. '''Partygoers''' will leave notes throughout various levels and edit information on the database in another attempt to lure wanderers into a trap. There is always a way to tell when a '''Partygoer''' has written something; it will usually have an overly joyful tone, a few grammar errors, and/or a “=)” symbol marked at the end. Always look for these things when reading suspicious writings or information about the Backrooms. '''''Never''''' trust anything written by a '''Partygoer'''''.''
== Description ==
'''Partygoers''' are partly humanoid creatures with a height averaging around 6 feet, or 183 centimeters. Their skin is smooth and leathery, and most '''Partygoers''' have yellow skin, although other, yet rarer color variants are known to exist. '''Partygoers''' have no functional face and instead have a bloody, cartoon smiley face carved into where their face would normally be. '''Partygoers''' have a thick, blocky shape, with the exception of their arms. '''Partygoers''' have long, eel-like arms that can bend in almost any way. At the ends of their arms, there are openings with several sharp teeth inside. These openings serve as mouths, which is how '''Partygoers''' eat and infect wanderers.
'''Partygoers''' are commonly seen near or with party decorations. They may be holding a balloon or wearing a party hat. Another indication of '''Partygoers''' are highly decorated rooms, which may be decorated with balloons, cakes, or cupcakes, along with other items scattered around that are usually found at parties. Music is also commonly played in these rooms, be it a birthday song, a nursery rhyme, or another cheerful song. When coming across these rooms, it is highly advised to turn back and do not, under any circumstances, eat any cakes or cupcakes. They are only edible to '''Partygoers''' and are made out of human flesh.
== Behaviors ==
'''Partygoers''' are ambush predators that rely on trickery and deception to catch prey. They always hunt in large groups, coordinating attacks to make sure the victim does not get away. During an ambush, more '''Partygoers''' usually hide out while surrounding the area as backup in case the wanderer tries to escape. '''Partygoers''' are about the same speed as the average human yet tire much quicker, making these attack methods their only way to feasibly catch wanderers.
'''Partygoers''' communicate via proximity-based telepathy. How exactly this telepathy works is unknown, though it is believed that the maximum range for it lies at around 10 meters, with an exception for barriers such as walls and ceilings. When in the presence of a [[Entity 167|Party Host]], this telepathy becomes much more effective. The [[Entity 167|Party Host]] will be able to know certain thoughts of '''Partygoers''' within a large radius and then spread this information to other '''Partygoers'''. With the help of a [[Entity 167|Party Host]], the '''Partygoers''' can know things like when a wanderer gets near or when another '''Partygoer''' is in danger, all at the same time.
'''Partygoers''' commonly use traps to lure wanderers into an ambush. These traps usually include balloons, confetti, entrances to safer levels, or useful objects, namely Almond Water. They may also use notes, signs, and writing on the wall to lead wanderers to these traps.
When a '''Partygoer''' catches a wanderer, it will latch on to their arms for about ten seconds and then leave. During this, the wanderer would have a virus injected into their bloodstream that would slowly turn them into a '''Partygoer'''. The transformation takes about 2 hours, and there is no known way to cure it. If infected, it is highly advised to warn everyone about it to avoid more infections. The M.E.G. is known to kill any wanderers infected with the '''Partygoer'''’s virus in an attempt to slow down the increase in the '''Partygoer''' population.
'''Partygoers''' are able to edit the Backrooms database through unknown means. While no one is sure how they are gaining access to the database, let alone editing it, some hypothesize that there is something in their home level, [[Level Fun]], that grants them this ability. They use this power to edit every mention of '''Partygoers''' and [[Level Fun]] to make them seem safe. The name of [[Level Fun]] itself is a product of '''Partygoer''' vandalism. It was originally known as “The Party Rooms,” but '''Partygoers''' kept changing the name, despite efforts to remove it. The name has stuck ever since.
There are a few key details to look out for to tell if something was written by a '''Partygoer'''.
# '''Partygoers''' leave a “=)” symbol at the end of almost everything they write.
# '''Partygoers''' always write with an extremely jovial tone.
# Though this is mostly unreliable for detecting '''Partygoers''', '''Partygoers''' may have occasional grammar mistakes in their writing.
# If it is handwritten, the text will have childish handwriting, with some letters being flipped around or at disproportionate sizes.
''[[Level Fun]] is an extremely dangerous level infested with '''Partygoers'''. Any source that says otherwise is the work of '''Partygoers''' and is not to be trusted.''
== Biology ==
Due to them coming from infected wanderers, a '''Partygoer'''’s internal biology is very similar to a human, albeit with some important differences. Some of the organs and bones may be slightly shifted to fit the '''Partygoer'''’s blocky shape. However, in the arms, the bones and joints have changed drastically to adjust for the new mouths at the ends of them. Because of this, the arms of a '''Partygoer''' are much more flexible, yet also much weaker and more vulnerable. Fighting a '''Partygoer''' should be used as a last resort, but if it reaches that point, it is recommended to try to cut off the arms.
When a wanderer is infected by a '''Partygoer''', there is only one theoretical way to stop it, which is immediately amputating the arm. However, the virus can spread to the entire body in a matter of just a few minutes, which makes this method very unlikely to work, and no known cases of a wanderer stopping the virus like this currently exist.
A few minutes after a wanderer is infected with the virus, many chemicals will be released into the body that give a sense of joy and happiness, such as dopamine and endorphins. These chemicals will keep being released throughout the entire process and will slowly overtake the entire body, making the wanderer uncontrollably happy, despite the tragic circumstances.
About 10 minutes after the infection, the blood flow to the wanderer’s hands will stop, and they will fall off shortly after. The bones in the arms will start to shift and split into new bones. After that, circular mouths will form where the hands used to be. Broken parts of the old bones will be used to form the teeth. At some point during this time, they will also be given the ability to infect others, although what exactly activates this ability is unknown.
About 1 hour into the infection, the wanderer’s skin will slightly melt and mold into a blocky shape. This will severely obscure their face in the process, and eventually, all of their facial features will rot away into the rest of the skin. This will render them unable to speak, and their eyesight will be diminished. Their skin will begin to change color, which is almost always yellow. Every hair on their body will fall out without growing back again. They will feel an overwhelming urge to carve a smiley face where their old face used to be. The smiley face will leak blood that will stain the face, leaving a permanent outline of blood. This blood may sometimes fall off into other places, leaving blood stains all around the wanderer’s body. At this point, the wanderer will look identical to a regular '''Partygoer''', but there is still one thing left before the transformation is fully complete.
As the last thing to happen during the transformation, the wanderer will navigate their way to [[Level Fun]], although it is unknown how they know where the nearest entrance is. It is believed that the final steps to becoming a '''Partygoer''' are held here. This includes things such as getting tools to set traps, such as balloons and confetti, and plans to hunt wanderers. On their way to [[Level Fun]], they will not actively be on the hunt for humans but will attack if they see an opportunity for someone to “join the party.”
After the finishing touches in [[Level Fun]] are done, the transformation will be complete. The wanderer will officially be a '''Partygoer'''. All memories of their previous life will be gone; all they will know is their everlasting, unnerving glee and the life of the party. Their only goal is to enjoy their happiness and try to spread the “fun” to others. Do not give in to this twisted definition of fun.
== Discovery ==
The first official sighting of a '''Partygoer''' was a few years after the M.E.G. was founded in the year 2000. They were discovered in [[Level 1]] after a note was found that was meant to trick wanderers into a trap. Because no one knew about '''Partygoers''' at the time, this trap was extremely effective. No one knows where the '''Partygoers''' came from, though some suspect that a wanderer was infected with the virus in some way in what is now known as [[Level Fun]].
== Dos and Don’ts ==
=== Do ===
* Focus on your environment, and always be careful of any '''Partygoer''' traps. They can appear in the most unexpected places.
* Report the M.E.G. of a '''Partygoer'''’s work. This could be a vandalized entry on the database, a suspicious party room, a likely trap, a misleading note, etc.
* Give it your all. If you are bitten, there is no saving you. There is no more risk in trying your best to take down the '''Partygoers'''.
=== Don’t ===
* Fight back. Fighting back just increases your chance of getting bitten and should only be used as a last resort if cornered or already infected. Even if you defeat one, it is unlikely to defeat the others unless you are heavily prepared.
* Let your guard down. If there is a '''Partygoer''' attack, there are almost always plenty more in the area. Don’t think that you are safe just because you escaped one '''Partygoer'''.
* Trust '''Partygoers'''. Their number one way to catch wanderers is by misleading them. Don’t fall for their tricks, and your chances of being attacked will go down significantly.
----
<div style="background:black; border:1px solid green; border-radius: 5px; color: green; font-family: Courier New";>M.E.G. Database
Older revisions have been detected.
> 10.3.2000 (current)
> 10.2.2000
</div><big><center>More Coming Soon!
<br>
Stay tuned for more fun! =)</center></big>
----
{{Author|[[User:Xboy1|Xboy1]]
Based on the works of 1000dumplings. Thanks for making this revolutionary entity!|Image created by 1000dumplings.}}
{{Redirect|prev=Entity 66|next=Entity 68}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Dangerous]]
16fb87a3f193e2a69db0ed0b689908a85d9127fa
724
720
2024-06-03T23:19:57Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 67: "Partygoers"}}
{{DL Class 5|intellect=4/5 - Human-Level Intelligence|habitat=Many, [[Level Fun]]}}
{{#css:User:Xboy1/Fun.css}}
[[File:Partygoer.jpg|thumb|'''An image of a Partygoer in an unidentified level resembling [[Level 0]]. Photographer unknown.''']]
== Warning ==
'''Partygoers''' are very dangerous entities and are not to be trusted. They will leave traps such as balloons and Almond Water to lure wanderers and attack them. Do not approach anything unusual that seems like it may have been placed by a '''Partygoer'''. '''Partygoers''' will leave notes throughout various levels and edit information on the database in another attempt to lure wanderers into a trap. There is always a way to tell when a '''Partygoer''' has written something; it will usually have an overly joyful tone, a few grammar errors, and/or a “=)” symbol marked at the end. Always look for these things when reading suspicious writings or information about the Backrooms. '''''Never''''' trust anything written by a '''Partygoer'''''.''
== Description ==
'''Partygoers''' are partly humanoid creatures with a height averaging around 6 feet, or 183 centimeters. Their skin is smooth and leathery, and most '''Partygoers''' have yellow skin, although other, yet rarer color variants are known to exist. '''Partygoers''' have no functional face and instead have a bloody, cartoon smiley face carved into where their face would normally be. '''Partygoers''' have a thick, blocky shape, with the exception of their arms. '''Partygoers''' have long, eel-like arms that can bend in almost any way. At the ends of their arms, there are openings with several sharp teeth inside. These openings serve as mouths, which is how '''Partygoers''' eat and infect wanderers.
'''Partygoers''' are commonly seen near or with party decorations. They may be holding a balloon or wearing a party hat. Another indication of '''Partygoers''' are highly decorated rooms, which may be decorated with balloons, cakes, or cupcakes, along with other items scattered around that are usually found at parties. Music is also commonly played in these rooms, be it a birthday song, a nursery rhyme, or another cheerful song. When coming across these rooms, it is highly advised to turn back and do not, under any circumstances, eat any cakes or cupcakes. They are only edible to '''Partygoers''' and are made out of human flesh.
== Behaviors ==
'''Partygoers''' are ambush predators that rely on trickery and deception to catch prey. They always hunt in large groups, coordinating attacks to make sure the victim does not get away. During an ambush, more '''Partygoers''' usually hide out while surrounding the area as backup in case the wanderer tries to escape. '''Partygoers''' are about the same speed as the average human yet tire much quicker, making these attack methods their only way to feasibly catch wanderers.
'''Partygoers''' communicate via proximity-based telepathy. How exactly this telepathy works is unknown, though it is believed that the maximum range for it lies at around 10 meters, with an exception for barriers such as walls and ceilings. When in the presence of a [[Entity 167|Party Host]], this telepathy becomes much more effective. The [[Entity 167|Party Host]] will be able to know certain thoughts of '''Partygoers''' within a large radius and then spread this information to other '''Partygoers'''. With the help of a [[Entity 167|Party Host]], the '''Partygoers''' can know things like when a wanderer gets near or when another '''Partygoer''' is in danger, all at the same time.
'''Partygoers''' commonly use traps to lure wanderers into an ambush. These traps usually include balloons, confetti, entrances to safer levels, or useful objects, namely Almond Water. They may also use notes, signs, and writing on the wall to lead wanderers to these traps.
When a '''Partygoer''' catches a wanderer, it will latch on to their arms for about ten seconds and then leave. During this, the wanderer would have a virus injected into their bloodstream that would slowly turn them into a '''Partygoer'''. The transformation takes about 2 hours, and there is no known way to cure it. If infected, it is highly advised to warn everyone about it to avoid more infections. The M.E.G. is known to kill any wanderers infected with the '''Partygoer'''’s virus in an attempt to slow down the increase in the '''Partygoer''' population.
'''Partygoers''' are able to edit the Backrooms database through unknown means. While no one is sure how they are gaining access to the database, let alone editing it, some hypothesize that there is something in their home level, [[Level Fun]], that grants them this ability. They use this power to edit every mention of '''Partygoers''' and [[Level Fun]] to make them seem safe. The name of [[Level Fun]] itself is a product of '''Partygoer''' vandalism. It was originally known as “The Party Rooms,” but '''Partygoers''' kept changing the name, despite efforts to remove it. The name has stuck ever since.
There are a few key details to look out for to tell if something was written by a '''Partygoer'''.
# '''Partygoers''' leave a “=)” symbol at the end of almost everything they write.
# '''Partygoers''' always write with an extremely jovial tone.
# Though this is mostly unreliable for detecting '''Partygoers''', '''Partygoers''' may have occasional grammar mistakes in their writing.
# If it is handwritten, the text will have childish handwriting, with some letters being flipped around or at disproportionate sizes.
''[[Level Fun]] is an extremely dangerous level infested with '''Partygoers'''. Any source that says otherwise is the work of '''Partygoers''' and is not to be trusted.''
== Biology ==
Due to them coming from infected wanderers, a '''Partygoer'''’s internal biology is very similar to a human, albeit with some important differences. Some of the organs and bones may be slightly shifted to fit the '''Partygoer'''’s blocky shape. However, in the arms, the bones and joints have changed drastically to adjust for the new mouths at the ends of them. Because of this, the arms of a '''Partygoer''' are much more flexible, yet also much weaker and more vulnerable. Fighting a '''Partygoer''' should be used as a last resort, but if it reaches that point, it is recommended to try to cut off the arms.
When a wanderer is infected by a '''Partygoer''', there is only one theoretical way to stop it, which is immediately amputating the arm. However, the virus can spread to the entire body in a matter of just a few minutes, which makes this method very unlikely to work, and no known cases of a wanderer stopping the virus like this currently exist.
A few minutes after a wanderer is infected with the virus, many chemicals will be released into the body that give a sense of joy and happiness, such as dopamine and endorphins. These chemicals will keep being released throughout the entire process and will slowly overtake the entire body, making the wanderer uncontrollably happy, despite the tragic circumstances.
About 10 minutes after the infection, the blood flow to the wanderer’s hands will stop, and they will fall off shortly after. The bones in the arms will start to shift and split into new bones. After that, circular mouths will form where the hands used to be. Broken parts of the old bones will be used to form the teeth. At some point during this time, they will also be given the ability to infect others, although what exactly activates this ability is unknown.
About 1 hour into the infection, the wanderer’s skin will slightly melt and mold into a blocky shape. This will severely obscure their face in the process, and eventually, all of their facial features will rot away into the rest of the skin. This will render them unable to speak, and their eyesight will be diminished. Their skin will begin to change color, which is almost always yellow. Every hair on their body will fall out without growing back again. They will feel an overwhelming urge to carve a smiley face where their old face used to be. The smiley face will leak blood that will stain the face, leaving a permanent outline of blood. This blood may sometimes fall off into other places, leaving blood stains all around the wanderer’s body. At this point, the wanderer will look identical to a regular '''Partygoer''', but there is still one thing left before the transformation is fully complete.
As the last thing to happen during the transformation, the wanderer will navigate their way to [[Level Fun]], although it is unknown how they know where the nearest entrance is. It is believed that the final steps to becoming a '''Partygoer''' are held here. This includes things such as getting tools to set traps, such as balloons and confetti, and plans to hunt wanderers. On their way to [[Level Fun]], they will not actively be on the hunt for humans but will attack if they see an opportunity for someone to “join the party.”
After the finishing touches in [[Level Fun]] are done, the transformation will be complete. The wanderer will officially be a '''Partygoer'''. All memories of their previous life will be gone; all they will know is their everlasting, unnerving glee and the life of the party. Their only goal is to enjoy their happiness and try to spread the “fun” to others. Do not give in to this twisted definition of fun.
== Discovery ==
The first official sighting of a '''Partygoer''' was a few years after the M.E.G. was founded in the year 2000. They were discovered in [[Level 1]] after a note was found that was meant to trick wanderers into a trap. Because no one knew about '''Partygoers''' at the time, this trap was extremely effective. No one knows where the '''Partygoers''' came from, though some suspect that a wanderer was infected with the virus in some way in what is now known as [[Level Fun]].
== Dos and Don’ts ==
=== Do ===
* Focus on your environment, and always be careful of any '''Partygoer''' traps. They can appear in the most unexpected places.
* Report the M.E.G. of a '''Partygoer'''’s work. This could be a vandalized entry on the database, a suspicious party room, a likely trap, a misleading note, etc.
* Give it your all. If you are bitten, there is no saving you. There is no more risk in trying your best to take down the '''Partygoers'''.
=== Don’t ===
* Fight back. Fighting back just increases your chance of getting bitten and should only be used as a last resort if cornered or already infected. Even if you defeat one, it is unlikely to defeat the others unless you are heavily prepared.
* Let your guard down. If there is a '''Partygoer''' attack, there are almost always plenty more in the area. Don’t think that you are safe just because you escaped one '''Partygoer'''.
* Trust '''Partygoers'''. Their number one way to catch wanderers is by misleading them. Don’t fall for their tricks, and your chances of being attacked will go down significantly.
----
<div style="background:black; border:1px solid green; border-radius: 5px; color: green; font-family: Courier New";>M.E.G. Database
Older revisions have been detected.
> 10.3.2000 (current)
> 10.2.2000
</div><big><center>More Coming Soon!
<br>
Stay tuned for more fun! =)</center></big>
----
{{Author|[[User:Xboy1|Xboy1]]
Based on the works of 1000dumplings. Thanks for making this revolutionary entity!|Image created by 1000dumplings.}}
{{Redirect|prev=Entity 66|next=Entity 68}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Dangerous]]
be28ef8f7d1eda3e408260d8a754e7a4d1d9a880
746
724
2024-06-06T05:04:06Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 67: "Partygoers"}}
{{DL Class 5|intellect=4/5 - Human-Level Intelligence|habitat=Many, [[Level Fun]]}}
{{#css:User:Xboy1/Fun.css}}
[[File:Partygoer.jpg|thumb|'''An image of a Partygoer in an unidentified level resembling [[Level 0]]. Photographer unknown.''']]
== Warning ==
'''Partygoers''' are very dangerous entities and are not to be trusted. They will leave traps such as balloons and [[Object 1|Almond Water]] to lure wanderers and attack them. Do not approach anything unusual that seems like it may have been placed by a '''Partygoer'''. '''Partygoers''' will leave notes throughout various levels and edit information on the database in another attempt to lure wanderers into a trap. There is always a way to tell when a '''Partygoer''' has written something; it will usually have an overly joyful tone, a few grammar errors, and/or a “=)” symbol marked at the end. Always look for these things when reading suspicious writings or information about the Backrooms. '''''Never''''' trust anything written by a '''Partygoer'''''.''
== Description ==
'''Partygoers''' are partly humanoid creatures with a height averaging around 6 feet, or 183 centimeters. Their skin is smooth and leathery, and most '''Partygoers''' have yellow skin, although other, yet rarer color variants are known to exist. '''Partygoers''' have no functional face and instead have a bloody, cartoon smiley face carved into where their face would normally be. '''Partygoers''' have a thick, blocky shape, with the exception of their arms. '''Partygoers''' have long, eel-like arms that can bend in almost any way. At the ends of their arms, there are openings with several sharp teeth inside. These openings serve as mouths, which is how '''Partygoers''' eat and infect wanderers.
'''Partygoers''' are commonly seen near or with party decorations. They may be holding a balloon or wearing a party hat. Another indication of '''Partygoers''' are highly decorated rooms, which may be decorated with balloons, cakes, or cupcakes, along with other items scattered around that are usually found at parties. Music is also commonly played in these rooms, be it a birthday song, a nursery rhyme, or another cheerful song. When coming across these rooms, it is highly advised to turn back and do not, under any circumstances, eat any cakes or cupcakes. They are only edible to '''Partygoers''' and are made out of human flesh.
== Behaviors ==
'''Partygoers''' are ambush predators that rely on trickery and deception to catch prey. They always hunt in large groups, coordinating attacks to make sure the victim does not get away. During an ambush, more '''Partygoers''' usually hide out while surrounding the area as backup in case the wanderer tries to escape. '''Partygoers''' are about the same speed as the average human yet tire much quicker, making these attack methods their only way to feasibly catch wanderers.
'''Partygoers''' communicate via proximity-based telepathy. How exactly this telepathy works is unknown, though it is believed that the maximum range for it lies at around 10 meters, with an exception for barriers such as walls and ceilings. When in the presence of a [[Entity 167|Party Host]], this telepathy becomes much more effective. The [[Entity 167|Party Host]] will be able to know certain thoughts of '''Partygoers''' within a large radius and then spread this information to other '''Partygoers'''. With the help of a [[Entity 167|Party Host]], the '''Partygoers''' can know things like when a wanderer gets near or when another '''Partygoer''' is in danger, all at the same time.
'''Partygoers''' commonly use traps to lure wanderers into an ambush. These traps usually include balloons, confetti, entrances to safer levels, or useful objects, namely [[Object 1|Almond Water]]. They may also use notes, signs, and writing on the wall to lead wanderers to these traps.
When a '''Partygoer''' catches a wanderer, it will latch on to their arms for about ten seconds and then leave. During this, the wanderer would have a virus injected into their bloodstream that would slowly turn them into a '''Partygoer'''. The transformation takes about 2 hours, and there is no known way to cure it. If infected, it is highly advised to warn everyone about it to avoid more infections. The M.E.G. is known to kill any wanderers infected with the '''Partygoer'''’s virus in an attempt to slow down the increase in the '''Partygoer''' population.
'''Partygoers''' are able to edit the Backrooms database through unknown means. While no one is sure how they are gaining access to the database, let alone editing it, some hypothesize that there is something in their home level, [[Level Fun]], that grants them this ability. They use this power to edit every mention of '''Partygoers''' and [[Level Fun]] to make them seem safe. The name of [[Level Fun]] itself is a product of '''Partygoer''' vandalism. It was originally known as “The Party Rooms,” but '''Partygoers''' kept changing the name, despite efforts to remove it. The name has stuck ever since.
There are a few key details to look out for to tell if something was written by a '''Partygoer'''.
# '''Partygoers''' leave a “=)” symbol at the end of almost everything they write.
# '''Partygoers''' always write with an extremely jovial tone.
# Though this is mostly unreliable for detecting '''Partygoers''', '''Partygoers''' may have occasional grammar mistakes in their writing.
# If it is handwritten, the text will have childish handwriting, with some letters being flipped around or at disproportionate sizes.
''[[Level Fun]] is an extremely dangerous level infested with '''Partygoers'''. Any source that says otherwise is the work of '''Partygoers''' and is not to be trusted.''
== Biology ==
Due to them coming from infected wanderers, a '''Partygoer'''’s internal biology is very similar to a human, albeit with some important differences. Some of the organs and bones may be slightly shifted to fit the '''Partygoer'''’s blocky shape. However, in the arms, the bones and joints have changed drastically to adjust for the new mouths at the ends of them. Because of this, the arms of a '''Partygoer''' are much more flexible, yet also much weaker and more vulnerable. Fighting a '''Partygoer''' should be used as a last resort, but if it reaches that point, it is recommended to try to cut off the arms.
When a wanderer is infected by a '''Partygoer''', there is only one theoretical way to stop it, which is immediately amputating the arm. However, the virus can spread to the entire body in a matter of just a few minutes, which makes this method very unlikely to work, and no known cases of a wanderer stopping the virus like this currently exist.
A few minutes after a wanderer is infected with the virus, many chemicals will be released into the body that give a sense of joy and happiness, such as dopamine and endorphins. These chemicals will keep being released throughout the entire process and will slowly overtake the entire body, making the wanderer uncontrollably happy, despite the tragic circumstances.
About 10 minutes after the infection, the blood flow to the wanderer’s hands will stop, and they will fall off shortly after. The bones in the arms will start to shift and split into new bones. After that, circular mouths will form where the hands used to be. Broken parts of the old bones will be used to form the teeth. At some point during this time, they will also be given the ability to infect others, although what exactly activates this ability is unknown.
About 1 hour into the infection, the wanderer’s skin will slightly melt and mold into a blocky shape. This will severely obscure their face in the process, and eventually, all of their facial features will rot away into the rest of the skin. This will render them unable to speak, and their eyesight will be diminished. Their skin will begin to change color, which is almost always yellow. Every hair on their body will fall out without growing back again. They will feel an overwhelming urge to carve a smiley face where their old face used to be. The smiley face will leak blood that will stain the face, leaving a permanent outline of blood. This blood may sometimes fall off into other places, leaving blood stains all around the wanderer’s body. At this point, the wanderer will look identical to a regular '''Partygoer''', but there is still one thing left before the transformation is fully complete.
As the last thing to happen during the transformation, the wanderer will navigate their way to [[Level Fun]], although it is unknown how they know where the nearest entrance is. It is believed that the final steps to becoming a '''Partygoer''' are held here. This includes things such as getting tools to set traps, such as balloons and confetti, and plans to hunt wanderers. On their way to [[Level Fun]], they will not actively be on the hunt for humans but will attack if they see an opportunity for someone to “join the party.”
After the finishing touches in [[Level Fun]] are done, the transformation will be complete. The wanderer will officially be a '''Partygoer'''. All memories of their previous life will be gone; all they will know is their everlasting, unnerving glee and the life of the party. Their only goal is to enjoy their happiness and try to spread the “fun” to others. Do not give in to this twisted definition of fun.
== Discovery ==
The first official sighting of a '''Partygoer''' was a few years after the M.E.G. was founded in the year 2000. They were discovered in [[Level 1]] after a note was found that was meant to trick wanderers into a trap. Because no one knew about '''Partygoers''' at the time, this trap was extremely effective. No one knows where the '''Partygoers''' came from, though some suspect that a wanderer was infected with the virus in some way in what is now known as [[Level Fun]].
== Dos and Don’ts ==
=== Do ===
* Focus on your environment, and always be careful of any '''Partygoer''' traps. They can appear in the most unexpected places.
* Report the M.E.G. of a '''Partygoer'''’s work. This could be a vandalized entry on the database, a suspicious party room, a likely trap, a misleading note, etc.
* Give it your all. If you are bitten, there is no saving you. There is no more risk in trying your best to take down the '''Partygoers'''.
=== Don’t ===
* Fight back. Fighting back just increases your chance of getting bitten and should only be used as a last resort if cornered or already infected. Even if you defeat one, it is unlikely to defeat the others unless you are heavily prepared.
* Let your guard down. If there is a '''Partygoer''' attack, there are almost always plenty more in the area. Don’t think that you are safe just because you escaped one '''Partygoer'''.
* Trust '''Partygoers'''. Their number one way to catch wanderers is by misleading them. Don’t fall for their tricks, and your chances of being attacked will go down significantly.
----
<div style="background:black; border:2px solid green; border-radius: 5px; color: green; font-family: Courier New; font-size: 16px; padding: 0px 5px";> M.E.G. Database
Older revisions have been detected.
> 10.3.2000 (current)
> 10.2.2000
</div><big><center>More Coming Soon!
<br>
Stay tuned for more fun! =)</center></big>
----
{{Author|[[User:Xboy1|Xboy1]]
Based on the works of 1000dumplings. Thanks for making this revolutionary entity!|Image created by 1000dumplings.}}
{{Redirect|prev=Entity 66|next=Entity 68}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Dangerous]]
850d1c81442c8a5cb85ed2ae81c4c6779d170852
747
746
2024-06-06T05:05:42Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Entity 67: "Partygoers"}}
{{DL Class 5|intellect=4/5 - Human-Level Intelligence|habitat=Many, [[Level Fun]]}}
{{#css:User:Xboy1/Fun.css}}
[[File:Partygoer.jpg|thumb|'''An image of a Partygoer in an unidentified level resembling [[Level 0]]. Photographer unknown.''']]
== Warning ==
'''Partygoers''' are very dangerous entities and are not to be trusted. They will leave traps such as balloons and [[Object 1|Almond Water]] to lure wanderers and attack them. Do not approach anything unusual that seems like it may have been placed by a '''Partygoer'''. '''Partygoers''' will leave notes throughout various levels and edit information on the database in another attempt to lure wanderers into a trap. There is always a way to tell when a '''Partygoer''' has written something; it will usually have an overly joyful tone, a few grammar errors, and/or a “=)” symbol marked at the end. Always look for these things when reading suspicious writings or information about the Backrooms. '''''Never''''' trust anything written by a '''Partygoer'''''.''
== Description ==
'''Partygoers''' are partly humanoid creatures with a height averaging around 6 feet, or 183 centimeters. Their skin is smooth and leathery, and most '''Partygoers''' have yellow skin, although other, yet rarer color variants are known to exist. '''Partygoers''' have no functional face and instead have a bloody, cartoon smiley face carved into where their face would normally be. '''Partygoers''' have a thick, blocky shape, with the exception of their arms. '''Partygoers''' have long, eel-like arms that can bend in almost any way. At the ends of their arms, there are openings with several sharp teeth inside. These openings serve as mouths, which is how '''Partygoers''' eat and infect wanderers.
'''Partygoers''' are commonly seen near or with party decorations. They may be holding a balloon or wearing a party hat. Another indication of '''Partygoers''' are highly decorated rooms, which may be decorated with balloons, cakes, or cupcakes, along with other items scattered around that are usually found at parties. Music is also commonly played in these rooms, be it a birthday song, a nursery rhyme, or another cheerful song. When coming across these rooms, it is highly advised to turn back and do not, under any circumstances, eat any cakes or cupcakes. They are only edible to '''Partygoers''' and are made out of human flesh.
== Behaviors ==
'''Partygoers''' are ambush predators that rely on trickery and deception to catch prey. They always hunt in large groups, coordinating attacks to make sure the victim does not get away. During an ambush, more '''Partygoers''' usually hide out while surrounding the area as backup in case the wanderer tries to escape. '''Partygoers''' are about the same speed as the average human yet tire much quicker, making these attack methods their only way to feasibly catch wanderers.
'''Partygoers''' communicate via proximity-based telepathy. How exactly this telepathy works is unknown, though it is believed that the maximum range for it lies at around 10 meters, with an exception for barriers such as walls and ceilings. When in the presence of a [[Entity 167|Party Host]], this telepathy becomes much more effective. The [[Entity 167|Party Host]] will be able to know certain thoughts of '''Partygoers''' within a large radius and then spread this information to other '''Partygoers'''. With the help of a [[Entity 167|Party Host]], the '''Partygoers''' can know things like when a wanderer gets near or when another '''Partygoer''' is in danger, all at the same time.
'''Partygoers''' commonly use traps to lure wanderers into an ambush. These traps usually include balloons, confetti, entrances to safer levels, or useful objects, namely [[Object 1|Almond Water]]. They may also use notes, signs, and writing on the wall to lead wanderers to these traps.
When a '''Partygoer''' catches a wanderer, it will latch on to their arms for about ten seconds and then leave. During this, the wanderer would have a virus injected into their bloodstream that would slowly turn them into a '''Partygoer'''. The transformation takes about 2 hours, and there is no known way to cure it. If infected, it is highly advised to warn everyone about it to avoid more infections. The M.E.G. is known to kill any wanderers infected with the '''Partygoer'''’s virus in an attempt to slow down the increase in the '''Partygoer''' population.
'''Partygoers''' are able to edit the Backrooms database through unknown means. While no one is sure how they are gaining access to the database, let alone editing it, some hypothesize that there is something in their home level, [[Level Fun]], that grants them this ability. They use this power to edit every mention of '''Partygoers''' and [[Level Fun]] to make them seem safe. The name of [[Level Fun]] itself is a product of '''Partygoer''' vandalism. It was originally known as “The Party Rooms,” but '''Partygoers''' kept changing the name, despite efforts to remove it. The name has stuck ever since.
There are a few key details to look out for to tell if something was written by a '''Partygoer'''.
# '''Partygoers''' leave a “=)” symbol at the end of almost everything they write.
# '''Partygoers''' always write with an extremely jovial tone.
# Though this is mostly unreliable for detecting '''Partygoers''', '''Partygoers''' may have occasional grammar mistakes in their writing.
# If it is handwritten, the text will have childish handwriting, with some letters being flipped around or at disproportionate sizes.
''[[Level Fun]] is an extremely dangerous level infested with '''Partygoers'''. Any source that says otherwise is the work of '''Partygoers''' and is not to be trusted.''
== Biology ==
Due to them coming from infected wanderers, a '''Partygoer'''’s internal biology is very similar to a human, albeit with some important differences. Some of the organs and bones may be slightly shifted to fit the '''Partygoer'''’s blocky shape. However, in the arms, the bones and joints have changed drastically to adjust for the new mouths at the ends of them. Because of this, the arms of a '''Partygoer''' are much more flexible, yet also much weaker and more vulnerable. Fighting a '''Partygoer''' should be used as a last resort, but if it reaches that point, it is recommended to try to cut off the arms.
When a wanderer is infected by a '''Partygoer''', there is only one theoretical way to stop it, which is immediately amputating the arm. However, the virus can spread to the entire body in a matter of just a few minutes, which makes this method very unlikely to work, and no known cases of a wanderer stopping the virus like this currently exist.
A few minutes after a wanderer is infected with the virus, many chemicals will be released into the body that give a sense of joy and happiness, such as dopamine and endorphins. These chemicals will keep being released throughout the entire process and will slowly overtake the entire body, making the wanderer uncontrollably happy, despite the tragic circumstances.
About 10 minutes after the infection, the blood flow to the wanderer’s hands will stop, and they will fall off shortly after. The bones in the arms will start to shift and split into new bones. After that, circular mouths will form where the hands used to be. Broken parts of the old bones will be used to form the teeth. At some point during this time, they will also be given the ability to infect others, although what exactly activates this ability is unknown.
About 1 hour into the infection, the wanderer’s skin will slightly melt and mold into a blocky shape. This will severely obscure their face in the process, and eventually, all of their facial features will rot away into the rest of the skin. This will render them unable to speak, and their eyesight will be diminished. Their skin will begin to change color, which is almost always yellow. Every hair on their body will fall out without growing back again. They will feel an overwhelming urge to carve a smiley face where their old face used to be. The smiley face will leak blood that will stain the face, leaving a permanent outline of blood. This blood may sometimes fall off into other places, leaving blood stains all around the wanderer’s body. At this point, the wanderer will look identical to a regular '''Partygoer''', but there is still one thing left before the transformation is fully complete.
As the last thing to happen during the transformation, the wanderer will navigate their way to [[Level Fun]], although it is unknown how they know where the nearest entrance is. It is believed that the final steps to becoming a '''Partygoer''' are held here. This includes things such as getting tools to set traps, such as balloons and confetti, and plans to hunt wanderers. On their way to [[Level Fun]], they will not actively be on the hunt for humans but will attack if they see an opportunity for someone to “join the party.”
After the finishing touches in [[Level Fun]] are done, the transformation will be complete. The wanderer will officially be a '''Partygoer'''. All memories of their previous life will be gone; all they will know is their everlasting, unnerving glee and the life of the party. Their only goal is to enjoy their happiness and try to spread the “fun” to others. Do not give in to this twisted definition of fun.
== Discovery ==
The first official sighting of a '''Partygoer''' was a few years after the M.E.G. was founded in the year 2000. They were discovered in [[Level 1]] after a note was found that was meant to trick wanderers into a trap. Because no one knew about '''Partygoers''' at the time, this trap was extremely effective. No one knows where the '''Partygoers''' came from, though some suspect that a wanderer was infected with the virus in some way in what is now known as [[Level Fun]].
== Dos and Don’ts ==
=== Do ===
* Focus on your environment, and always be careful of any '''Partygoer''' traps. They can appear in the most unexpected places.
* Report the M.E.G. of a '''Partygoer'''’s work. This could be a vandalized entry on the database, a suspicious party room, a likely trap, a misleading note, etc.
* Give it your all. If you are bitten, there is no saving you. There is no more risk in trying your best to take down the '''Partygoers'''.
=== Don’t ===
* Fight back. Fighting back just increases your chance of getting bitten and should only be used as a last resort if cornered or already infected. Even if you defeat one, it is unlikely to defeat the others unless you are heavily prepared.
* Let your guard down. If there is a '''Partygoer''' attack, there are almost always plenty more in the area. Don’t think that you are safe just because you escaped one '''Partygoer'''.
* Trust '''Partygoers'''. Their number one way to catch wanderers is by misleading them. Don’t fall for their tricks, and your chances of being attacked will go down significantly.
----
<div style="background:black; border:2px solid green; border-radius: 5px; color: green; font-family: Courier New; font-size: 16px; padding: 0px 5px";> M.E.G. Database
Older revisions have been detected.
> 10.3.2000 (current)
> 10.2.2000
</div>
<big><center>
More Coming Soon!
<br>
Stay tuned for more fun! =)</center></big>
----
{{Author|[[User:Xboy1|Xboy1]]
Based on the works of 1000dumplings. Thanks for making this revolutionary entity!|Image created by 1000dumplings.}}
{{Redirect|prev=Entity 66|next=Entity 68}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Dangerous]]
edebcb908c794e59d9b8a68b0614f2f5b1e82d1f
MediaWiki:Evelution-about-module-info
8
189
721
2024-06-03T21:45:15Z
Xboy1
2
Created page with "People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, h..."
wikitext
text/x-wiki
People have been mysteriously disappearing without a trace, and no one could understand why. It was as if they were being completely dragged out of reality. Well, we now know the reason, and that is exactly what has been happening. The Lost Realities are strange places one can no-clip into seemingly at random. These Realities are strangely similar to our own, yet, at the same time, are completely different with different rules. No one fully understands these Realities, how we get sent to them, why they look like places specifically from Earth, or how long they have been living alongside our universe. And, that is what we are trying to do. Our goal is to understand the Lost Realities, their physics, the creatures living inside of them, and, most importantly, how to escape. We have documented everything we currently know about the Realities for your survival when exploring these wretched places.
Stay safe during these tough times, and remember the mission; to get back home.
116741fb086823715eaa712ea6c3b01350a2f028
User:Xboy1/test.css
2
146
722
535
2024-06-03T23:05:34Z
Xboy1
2
Replaced content with ".theme-A.colorscheme-light.visualcolors-standard { --canvas-background-color:#FFFF44; --canvas-text-background-color:#FF0000; --hyperlink-background-color:#4A86E8; --desktop-background-color:#FFFFAA; --inactive-text-background-color:#4A86E8; --custom-sans-serif-font:"Comic Sans MS"; --custom-serif-font:"Comic Sans MS"; --custom-rounded-font:"Ink Free"; } .theme-A.colorscheme-dark.visualcolors-standard { --canvas-background-color:#331100; --canvas-text-background-co..."
css
text/css
.theme-A.colorscheme-light.visualcolors-standard {
--canvas-background-color:#FFFF44;
--canvas-text-background-color:#FF0000;
--hyperlink-background-color:#4A86E8;
--desktop-background-color:#FFFFAA;
--inactive-text-background-color:#4A86E8;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Comic Sans MS";
--custom-rounded-font:"Ink Free";
}
.theme-A.colorscheme-dark.visualcolors-standard {
--canvas-background-color:#331100;
--canvas-text-background-color:#552525;
--hyperlink-background-color:#0088FF;
--desktop-background-color:#331105;
--inactive-text-background-color:#884400;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Comic Sans MS";
--custom-rounded-font:"Ink Free";
}
3d6f0a944fc93ae7c9dcf733b38b31a5fdc82470
User:Xboy1/Fun.css
2
190
723
2024-06-03T23:17:58Z
Xboy1
2
Created page with ".theme-A.colorscheme-light.visualcolors-standard { --canvas-background-color:#FFFF44; --canvas-text-background-color:#FF0000; --hyperlink-background-color:#4A86E8; --desktop-background-color:#FFFFAA; --inactive-text-background-color:#4A86E8; --custom-sans-serif-font:"Comic Sans MS"; --custom-serif-font:"Comic Sans MS"; --custom-rounded-font:"Ink Free"; } .theme-A.colorscheme-dark.visualcolors-standard { --canvas-background-color:#331100; --canvas-text-background-color:..."
css
text/css
.theme-A.colorscheme-light.visualcolors-standard {
--canvas-background-color:#FFFF44;
--canvas-text-background-color:#FF0000;
--hyperlink-background-color:#4A86E8;
--desktop-background-color:#FFFFAA;
--inactive-text-background-color:#4A86E8;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Comic Sans MS";
--custom-rounded-font:"Ink Free";
}
.theme-A.colorscheme-dark.visualcolors-standard {
--canvas-background-color:#331100;
--canvas-text-background-color:#552525;
--hyperlink-background-color:#0088FF;
--desktop-background-color:#331105;
--inactive-text-background-color:#884400;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Comic Sans MS";
--custom-rounded-font:"Ink Free";
}
3d6f0a944fc93ae7c9dcf733b38b31a5fdc82470
738
723
2024-06-05T09:35:16Z
Xboy1
2
css
text/css
.theme-A.colorscheme-light.visualcolors-standard {
--canvas-background-color:#FFFF44;
--canvas-text-background-color:#FF0000;
--hyperlink-background-color:#00A8FF;
--desktop-background-color:#FFFFAA;
--inactive-text-background-color:#4A86E8;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Courgette";
--custom-rounded-font:"Permanent Marker";
}
.theme-A.colorscheme-dark.visualcolors-standard {
--canvas-background-color:#331100;
--canvas-text-background-color:#552525;
--hyperlink-background-color:#0088FF;
--desktop-background-color:#331105;
--inactive-text-background-color:#884400;
--custom-sans-serif-font:"Comic Sans MS";
--custom-serif-font:"Courgette";
--custom-rounded-font:"Permanent Marker";
}
73f2b823e42beab40d78516d265a0253e3b1a355
Level 790
0
26
725
111
2024-06-04T00:03:10Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 790: "Disguised Finale"}}
'''{{Class Deadzone|environment=5/5 - Toxic Environment|exit=5/5 - Dead End|creature=0/5?- Unconfirmed presence of entities}}
== Description ==
'''Level 790''', also known as "Disguised Finale," takes on the appearance of an infinite British village covered in snow. At first glance, it's just a normal British styled village, but despite its charming appearance, it kills wanderers via mostly accidental ways. All buildings in this level are always made out of stone and brick.
[[File:Linton village hall in the snow - geograph.org.uk - 2207041.jpg|thumb|300px|The only confirmed image of level 790 from an Eyes of Argos archive by Watcher Ester that is presumed dead.]]
All buildings have modern features like heating, food, furniture, Wi-Fi, lights, and objects for survival. '''Level 790''' also has gas in most of the buildings, however, it should never be activated. The temperatures of this level are very gelid at around -6 degrees celsius or 21 degrees fahrenheit. The land seems to be infinite, but despite this there are only seven types of buildings found in this level.
* Churches
** Churches are fairly uncommon in this level, they always contain books, food, and a sharp weapon, usually a knife. it also sometimes contains gear and clothes suited for this level.
* Hospitals
** Hospitals are very rare and have heating, food, and medical supplies for any wanderers to take, but it’s not recommended to use any medical supplies.
* Detached Houses
** Detached Houses are very common and always have Wi-Fi, lights, and gas, but gas should always be off.
* Semi Detached Houses
** Semi Detached Houses are also common in '''Level 790''', They have no Wi-Fi or heating, but they do contain Almond Water, Cashew Water, Mono-Cola, and a blunt weapon like a bat.
* Terraced Houses
** Terraced Houses are the most common building, and it contains a variety of supplies, including Almond Water. It's recommended to reside here as long as you can.
* Corner Shops
** Corner Shops are always at the ends of Terraced Houses and have the most food out of all the buildings, however, there is no Wi-Fi or weapons.
* Tea Shops
** Tea Shops are the rarest buildings in '''Level 790'''. They have Wi-Fi, gas, food, weapons, and a plentiful supply of Almond Water. You should always stay and try to survive inside due to the hazards of the level happening less in the structure.
The windows and doors of '''Level 790''' seem to be indestructible and can’t be damaged. The ambiance seems to be just the sound of some sort of yellow noise, and it's the only ambiance even when a blizzard happens. All wanderers who discover this level almost always spawn on a sidewalk near a Detached House, if not a Detached House, they would spawn near a Church.
Despite all of its positives, '''Level 790''' should never be entered no matter what. The reason why you should never enter this level is the countless ways of how you can die in this level, mainly accidental ways. The main ways you can die in this level are as follows.
* Blizzards
** Blizzards happen every day and can be as cold as -12 degrees celsius or 10 degrees fahrenheit. This will almost certainly kill you.
* Medical Supplies
** Medical supplies can be helpful to your body, but it will most likely kill you rather than help you via misuse or overdose. Most medical supplies have no labels or are expired, so beware of this.
* Roof Tiles
** Roof tiles that are old can fall on top of your head and can kill you. It's commonly found in old buildings. so be careful and avoid all old buildings.
* Black Ice
** Slipping on any black ice will almost always cause the skull to be fractured.
* Carbon Monoxide
** A weird way to die is carbon monoxide poisoning. There is a chance that when turning on a working stove, it could release carbon monoxide at a rapid pace, and it could suffocate you if there are no windows open.
* Food Poisoning
** Some food in this level could kill you via food poisoning. This happens when the food is expired or contaminated.
They’re other ways you can die, but they’re either too niche or rare to die from.
== Entities ==
There are many speculations that there are entities in this level, but due to the nature of this level, there’s no confirmed entities.
== Colonies & Outposts ==
You can’t encounter other people on this level so there is no possible way for a colony or an outpost to be made.
== Discovery ==
It was found in [[Level 486]] by the Eyes of Argos. The Eyes of Argos archives are classified, so there isn’t a current way to see the transcript of the discovery. We do know some information from accidental leaks. We know that the archive is called “Gelid Peril,” the image which is shown above, and the person who discovered it is a woman named Ester Hartley.
== Entrances and Exits ==
=== Entrances ===
* Noclipping into stone pillars while being chased by an entity in [[Level -5]] will lead you here.
* Going into white fog inside a factory in [[Level 486]] will lead you here.
=== Exits ===
* There’s a rumor that surviving in this level for three months will send you back to the previous level you’ve been, however this isn’t confirmed.
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:Backrooms writer|Reformed Fun Dip]]
Image shown above: [https://commons.wikimedia.org/wiki/File:Linton_village_hall_in_the_snow_-_geograph.org.uk_-_2207041.jpg] by Geograph and is released under CC-BY-2.0
}}
{{Redirect|prev=Level 789|next=Level 791}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Dangerous]]
03237f7413e9dbe95ade38ebea12f38606dfab99
Object 11
0
125
726
474
2024-06-04T04:55:49Z
Xboy1
2
consistency
wikitext
text/x-wiki
{{UR Class -1|safety=-|ubiquity=1}}
[[File:135px-Manganese violet.png|thumb|A sample of '''Blackfire Powder''' stored in a small container]]
== Description ==
'''Object 11''', also known as “'''Blackfire Powder'''”, is a volatile, fine, purple-colored powder, which can be obtained by refining its mineral form, found when very specific conditions are met. Wanderers are advised to '''''not''''' extract mineral Blackfire unless they have the proper equipment to store and transport it, as it will most likely lead to major injuring or even death of one or more members of a group. When ignited, it burns in a Black flame, hence its name.
[[File:Blackfireore.png|thumb|An image of an unrefined piece of '''Blackfire Mineral''' at a M.E.G refining outpost on [[Level 813]]]]
== Properties ==
'''Blackfire Powder''' is an extremely unstable resource both in its powder form and its mineral form, as it will ignite and/or explode if certain ambiental conditions aren’t met. As stated before, wanderers that lack reliable ways to maintain the temperature of '''Blackfire Powder''' must not attempt to extract it from its source level due to the high risk this poses. '''Blackfire Powder''' is often compared to gunpowder from [[the Frontrooms]] due to the similar applications it has, being used by the bigger groups of the Backrooms such as [[the M.E.G.]] or [[the B.N.T.G.]] to manufacture weaponry and ammunition in order to defend themselves from Entities or hostile wanderer groups. The mineral form seems to have an extremely high melting point (around 4172°F/2300°C). The resulting metal is very brittle and heavy, with very poor malleability. Due to this, the creation of '''Blackfire Metal''' has been deemed inefficient and a waste of resources.
Both '''Blackfire Powder''' and '''Blackfire Mineral''' have an anomalous property; The material, if not stored properly, will ignite or even explode if it reaches ambient temperature (Around 68°F - 77°F/20°C - 25°C). The mineral form is even more unstable and can trigger with less regular temperatures (60°F - 82°F/15°C - 29°C). Due to this property, '''Blackfire Powder''' can only be found on levels that possess extreme temperatures, although it doesn’t matter if the temperature is freezing cold or boiling hot. This makes the material very hard to obtain since most of the time the mineral form needs to be processed in the same level it was extracted from, due to the higher instability it has compared to the powder form. The processing method consists of crushing the mineral and filtering the useless pieces, which are yellow-ish white colored, of an unidentified material with no current uses. '''Blackfire Powder''' is stored in temperature insulating containers, such as insulated cans, bottles and thermoses. As a result of the peculiar conditions this material requires to ignite, the black fire produced when it burns is not harmful, and is warm to the touch, not hot enough to cause any kind of injury. The real danger '''Blackfire Powder''' poses are the explosions caused by more abrupt temperature changes. They are extremely loud, often causing damage to the eardrum or even long-term deafening in more severe cases. They are also very bright, and when triggered in large quantities they can even create shockwaves strong enough to damage tissue and bones.
== Usage ==
'''Blackfire Powder''' is used in the creation of weapons and explosives. This includes: ammunition, grenades (Which also double for flashbangs), dynamite (for quarrying/mining purposes), flares, and artillery shells. Due to its special properties revolving around temperature, it also has potential to be used in minuscule quantities to create thermometers and barometers, although this is in an experimental phase, being actively researched in collaboration of [[the M.E.G.]] and [[the B.N.T.G.|B.N.T.G.]]
== Location ==
'''Blackfire Mineral''' can be found scarcely in levels where the temperatures are extremely hot or cold. This includes [[Level 813]] (The main source of '''Blackfire Mineral''') where it can be found under frozen lakes, the lower layers of [[Level 7]], areas close to the Sun on [[Level 24]], among others. It is to be noted that stashes of '''Blackfire Powder''' have been found stored in [[Level 21]] and the hotter areas of [[Level 2]]. Whether they were brought here by wanderers or if they originated on these levels remains unclear.
[[Category:Backrooms]] [[Category:Utility]] [[Category:Object]]
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
}}
[[Category:Backrooms]] [[Category:Object]] [[Category:Utility]]
a7a9f0d9a89e66890ac11cee909b6213ca6454bb
The End
0
109
727
339
2024-06-04T05:03:26Z
Xboy1
2
wikitext
text/x-wiki
{{Class Undetermined|environment=4/5 - Mental Hazard|exit=5/5? - Inconsistent Exits|creature=0/5? - Scarce Information}}
==Description==
[[File:The End.jpg|thumb|The "center" of '''The End'''.|200px]]
'''The End''' is an enigmatic level of the Backrooms that traps wanderers with a false hope of escaping the Backrooms. '''The End''' is a labyrinth of rooms resembling a library, and it is thought to be endless. The level is eerily silent, with no ambience or natural sounds being recorded in the level. '''The End''''s geometry is non-Euclidean, and the effects of this are especially noticeable compared to other levels. The geometry seems to become more unstable farther away from the center. Most people who enter this level initially feel a sense of unease and desolation.
Wanderers in '''The End''' are not able to interact in any way, making the level completely isolated. Electronics, radio signals, and Wi-Fi do not work in '''The End''', increasing the feeling of isolation. The only exception is the computer at the center of the level, which also has a Wi-Fi connection, although it is very weak and unreliable.
There are many bookshelves placed throughout the library, and pillars interspersed around the level, with the pillars having either a dull green or dull blue color. Fluorescent lights and vents are on the tiled ceiling, and they do not produce any noise. The vents in the level keep the level at a cool temperature, fluctuating between 65° F and 50° F. (18° C and 13° C.) The walls are made of beige concrete, changing to orange when nearing the top. The floor is made out of gray carpet, although some areas have a blue carpet instead.
[[File:The End-2.jpg|thumb|Another photograph of '''The End'''.|200px]]
'''The End''' has one room with such a significance to the level that it is widely accepted to be the "center" of the level, despite the level being infinite and having no definite center. This room contains a desk, a computer, and metal letters placed above spelling out "The End." The area outside of this room will usually have similar signs, but they will say "The End is Near" instead, albeit with a strange capitalization pattern. The bookshelves in '''The End''' are usually empty, but here, they may occasionally contain books. These books can have information about different levels, entities, and objects. Sometimes the information is about something undocumented and unknown, and the M.E.G. has even used this to discover new levels. In other instances, the books contain things like strings of random numbers, strings of random words, or sentences in an unidentifiable language. Investigations have been done about these books to try to find a meaning behind the mysterious texts, but no correlation has been found between them.
The computer appears to be from the 90's, and can run without any external power. The computer has many programs and files that can do things like turn on or off lights, lock or unlock certain doors, and even send the user to another level. However, these files are usually very hard to find, and are usually inside of a series of folders that are very unorganized and have cryptic names. The names are usually encoded into Base64, hexadecimal, and binary, or are very ambiguous and have no relation to the actual contents of the folder. There is one file that is usually on the desktop of the computer, and running it will send one to a Fake Reality. This file usually has a name pertaining either to [[the Frontrooms]], or escaping the Backrooms.
===Fake Realities===
[[File:Fake Reality.jpg|thumb|A Fake Reality in '''The End''' with a "glitch" visible.|200px]]
Fake Realities are areas in '''The End''' that can be accessed via the computer in the Center. They take on the appearance of places on Earth, and are personalized for each wanderer. They resemble locations that a wanderer can instantly identify as being from [[the Frontrooms]], such as their old home or a famous monument. People may even appear in these fake realities, sometimes being someone that the wanderer knows personally. Occasionally, doors that seem out-of-place may appear that lead back to the main area of '''The End'''.
These fake realities are flawed, however. Objects and people completely disintegrate after being just slightly damaged, with an exception being to larger objects like houses and buildings; only pieces of them will fade away. Fake Realities also have strange anomalies that appear throughout the area. The anomalies look like various unidentifiable items that cannot be interacted with. They do not seem to be bound by the laws of physics, as they can be impossibly big, float in the sky, and can clip into solid objects. These anomalies are most comparable to glitches and corruptions in a video game.
Despite this, wanderers will be fully convinced that they have escaped the Backrooms after entering a Fake Reality, due to an anomalous effect Fake Realities have. However, after a few hours, one will begin to feel a strange feeling that everything around them is fake. They may notice the inaccuracies in the Fake Reality, and will eventually come to the conclusion that they are not yet back on Earth. After this, many wanderers feel as if the Fake Reality is like a barrier or gateway to [[the Frontrooms]], mostly due to the implications the level has of this being the end of the Backrooms, and desperation for a way out. Many people end up going insane in '''The End''' after searching for days for an exit out of the Backrooms, becoming addicted to the small possibility of escaping, and ultimately not finding it.
==Entities==
No entities have been seen in '''The End'''.
==Colonies & Outposts==
As previously stated, it is impossible for wanderers to meet each other in '''The End''', making bases impossible to create.
==Entrances and Exits==
===Entrances===
* Anything that would imply an exit from the Backrooms can send one here. These are usually neon signs reading "exit" or "home" labeling a door, staircase, or elevator.
===Exits===
* The only consistent exit is by running certain programs on the computer in the center of the level, which can lead to random levels. However, as mentioned before, it is hard to find these programs, and their location on the computer changes at random. Some notable files are listed below.
** A file named "hub.exe" will lead to [[The Hub]].
** Files named "party.exe," "fun.exe," or "=).exe" will lead to [[Level Fun]]. '''''Do not open it.'''''
** Files named "!!!.exe," "run.exe," or "youareanidiot.exe" will lead to [[Level !]]. This is also unadvised.
** A specific program with an unknown name has sent wanderers to [[Level 3999]], which is known to be one of the few exits from the Backrooms, although the times this has happened are few and far between.
* Other exits are known to appear randomly and inconsistently. These exits vary too much and appear too infrequently to document, though, on rare occurrences they have provided entry to the elusive [[Level 9223372036854775807]].
{{Author|[[User:Xboy1|Xboy1]]|}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Enigmatic Level]]
09ff1febb2d7afa59eca587fceb79d7bb1dd174f
Level List
0
21
728
644
2024-06-04T05:54:49Z
Xboy1
2
wikitext
text/x-wiki
<tabs>
<tab name="0-99">
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> Level 6.1 - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
Level 9 - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
[[Level 30]] - "Aquatic Cycles"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
</tab>
<tab name="100-199">
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
</tab>
<tab name="200-299">
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
</tab>
<tab name="300-399">
== 300-399: ==
Level 330 - "A Stroke of Colour"
Level 337 - "The Inferno"
</tab>
<tab name="400-499">
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
</tab>
<tab name="600-699">
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
</tab>
<tab name="700-799">
== 700-799: ==
[[Level 790]] - "Disguised Finale"
</tab>
<tab name="900-999">
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
</tab>
<tab name="1000+">
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
</tab>
<tab name="Negative Levels">
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
</tab>
<tab name="Enigmatic Levels">
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
</tab>
</tabs>
8549ba366809174d88634b7fa557b7d623e60f6a
755
728
2024-06-07T16:17:43Z
Xboy1
2
wikitext
text/x-wiki
<tabber>
|-|0-99=
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> Level 6.1 - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
Level 9 - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
[[Level 30]] - "Aquatic Cycles"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
|-|100-199=
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
|-|200-299=
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
|-|300-399=
== 300-399: ==
Level 330 - "A Stroke of Colour"
Level 337 - "The Inferno"
|-|400-499=
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
|-|600-699=
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
|-|700-799=
== 700-799: ==
[[Level 790]] - "Disguised Finale"
|-|900-999=
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
|-|1000+=
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
|-|Negative Levels=
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
|-| Enigmatic Levels=
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
</tabber>
eb40069260941e785ad7a9af316c005acd0d6b14
User:Xboy1/Poolcore.css
2
191
729
2024-06-04T09:10:38Z
Xboy1
2
Created page with ".theme-A.colorscheme-light.visualcolors-standard { --canvas-background-color:#EFEFEF; --canvas-text-background-color:#4A86E8; --hyperlink-background-color:#003737; --desktop-background-color:#EFEFEF; --desktop-text-background-color:#4A86E8; --inactive-text-background-color:#4A86E8; --custom-sans-serif-font:"Century Gothic"; --custom-rounded-font:"Corbel"; } .theme-A.colorscheme-dark.visualcolors-standard { --canvas-background-color:#19263D; --canvas-text-background-col..."
css
text/css
.theme-A.colorscheme-light.visualcolors-standard {
--canvas-background-color:#EFEFEF;
--canvas-text-background-color:#4A86E8;
--hyperlink-background-color:#003737;
--desktop-background-color:#EFEFEF;
--desktop-text-background-color:#4A86E8;
--inactive-text-background-color:#4A86E8;
--custom-sans-serif-font:"Century Gothic";
--custom-rounded-font:"Corbel";
}
.theme-A.colorscheme-dark.visualcolors-standard {
--canvas-background-color:#19263D;
--canvas-text-background-color:#4A86E8;
--hyperlink-background-color:#003737;
--desktop-background-color:#19263D;
--desktop-text-background-color:#4A86E8;
--inactive-text-background-color:#4A86E8;
--custom-sans-serif-font:"Century Gothic";
--custom-rounded-font:"Corbel";
}
c9f0b0fe536c16bdcccda9ece2bbe5afa237bc53
File:Xboy1.png
6
192
730
2024-06-04T20:20:27Z
Xboy1
2
It's me!
wikitext
text/x-wiki
== Summary ==
It's me!
87f0809f1fc68dd42c1a3822db7b09f1e1d56e58
User:Xboy1
2
193
731
2024-06-04T21:00:40Z
Xboy1
2
Created page with "{{DISPLAYTITLE:<span style="font-family:Magneto; color:orange; text-align:center";>XBOY'S EXTRAVAGANT USERPAGE!</span>}} {{#css:User:Xboy1/Poolcore.css}}<div style="font-family:Cooper Black; color:#ff8800; text-align:center; font-size:200px; text-shadow:5px 5px 0 #00FFFF";>Xboy1</div> [[File:Xboy1.png|thumb|The Cyan Cross.]] Hello! I am Xboy1, the first member and creator of Lost Realities. I created this wiki for a place where everyone that enjoys all different aspects..."
wikitext
text/x-wiki
{{DISPLAYTITLE:<span style="font-family:Magneto; color:orange; text-align:center";>XBOY'S EXTRAVAGANT USERPAGE!</span>}}
{{#css:User:Xboy1/Poolcore.css}}<div style="font-family:Cooper Black; color:#ff8800; text-align:center; font-size:200px; text-shadow:5px 5px 0 #00FFFF";>Xboy1</div>
[[File:Xboy1.png|thumb|The Cyan Cross.]]
Hello! I am Xboy1, the first member and creator of Lost Realities. I created this wiki for a place where everyone that enjoys all different aspects of the Backrooms can enjoy it all together. And, now, with the four realities being about different subjects covered in the Backrooms, it makes that possible. I recommend everyone to try to check out the other realities as well, not just the Backrooms, and see if maybe you can contribute it in some way. I have made the most pages here so far, and I plan on making a lot more, so stay tuned!
==The Backrooms==
*[[Level 0]]
*[[Level 1]]
*[[Level 3]]
*[[Level 6]]
*[[Level 7]]
*[[Level 10]]
*[[Level 58]]
*[[Level 171]]
*[[Level 9223372036854775807]]
*[[The End]]
*[[Entity 3]]
*[[Entity 67]]
*[[Object 12]]
==Upcoming Pages==
*[[Level 11]]
*[[Level 12]]
*[[Level 18]] (probably)
*[[Level 37]]
*[[Level 42]]
*[[The Blackout]]
*[[Level !]]
*[[Level Infinity]]
*[[Entity 2]]
*[[Entity 6]]
*[[Entity 9]]
*[[Zone 0]]
*[[The Door Space]]
*[[The Whiteout]]
*[[Floor 0]]
==Themes==
*[[User:Xboy1/Fun.css]] - Meant for pages related to Partygoers. - Use with <nowiki>{{#css:User:Xboy1/Fun.css}}</nowiki> - Example in [[Entity 67]]
*[[User:Xboy1/Poolcore.css]] - Meant for Level 37 and its sublevels. - Use with <nowiki>{{#css:User:Xboy1/Poolcore.css}}</nowiki> - Used in this page!
4bbf364553bb7ae38c1e86a622515cb00daf7c54
MediaWiki:Evelution.css
8
12
732
226
2024-06-05T03:23:30Z
Xboy1
2
testing will probably undo
css
text/css
/* cyrillic-ext */
@font-face {
font-family: 'EB Garamond';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/ebgaramond/v27/SlGDmQSNjdsmc35JDF1K5E55YMjF_7DPuGi-6_RkCY9_S6w.woff2) format('woff2');
unicode-range: U+0460-052F, U+1C80-1C88, U+20B4, U+2DE0-2DFF, U+A640-A69F, U+FE2E-FE2F;
}
/* cyrillic */
@font-face {
font-family: 'EB Garamond';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/ebgaramond/v27/SlGDmQSNjdsmc35JDF1K5E55YMjF_7DPuGi-6_RkAI9_S6w.woff2) format('woff2');
unicode-range: U+0301, U+0400-045F, U+0490-0491, U+04B0-04B1, U+2116;
}
/* greek-ext */
@font-face {
font-family: 'EB Garamond';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/ebgaramond/v27/SlGDmQSNjdsmc35JDF1K5E55YMjF_7DPuGi-6_RkCI9_S6w.woff2) format('woff2');
unicode-range: U+1F00-1FFF;
}
/* greek */
@font-face {
font-family: 'EB Garamond';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/ebgaramond/v27/SlGDmQSNjdsmc35JDF1K5E55YMjF_7DPuGi-6_RkB49_S6w.woff2) format('woff2');
unicode-range: U+0370-0377, U+037A-037F, U+0384-038A, U+038C, U+038E-03A1, U+03A3-03FF;
}
/* vietnamese */
@font-face {
font-family: 'EB Garamond';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/ebgaramond/v27/SlGDmQSNjdsmc35JDF1K5E55YMjF_7DPuGi-6_RkC49_S6w.woff2) format('woff2');
unicode-range: U+0102-0103, U+0110-0111, U+0128-0129, U+0168-0169, U+01A0-01A1, U+01AF-01B0, U+0300-0301, U+0303-0304, U+0308-0309, U+0323, U+0329, U+1EA0-1EF9, U+20AB;
}
/* latin-ext */
@font-face {
font-family: 'EB Garamond';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/ebgaramond/v27/SlGDmQSNjdsmc35JDF1K5E55YMjF_7DPuGi-6_RkCo9_S6w.woff2) format('woff2');
unicode-range: U+0100-02AF, U+0304, U+0308, U+0329, U+1E00-1E9F, U+1EF2-1EFF, U+2020, U+20A0-20AB, U+20AD-20C0, U+2113, U+2C60-2C7F, U+A720-A7FF;
}
/* latin */
@font-face {
font-family: 'EB Garamond';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/ebgaramond/v27/SlGDmQSNjdsmc35JDF1K5E55YMjF_7DPuGi-6_RkBI9_.woff2) format('woff2');
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+0304, U+0308, U+0329, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
}.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
/* CSS placed here will be applied to all skins */
50b5a904dd18bb7ef4a7fbc883fcbe7ebf01082a
733
732
2024-06-05T03:31:21Z
Xboy1
2
css
text/css
/* latin */
@font-face {
font-family: 'Tangerine';
font-style: normal;
font-weight: 400;
src: url(https://fonts.gstatic.com/s/tangerine/v17/IurY6Y5j_oScZZow4VOxCZZM.woff2) format('woff2');
unicode-range: U+0000-00FF, U+0131, U+0152-0153, U+02BB-02BC, U+02C6, U+02DA, U+02DC, U+0304, U+0308, U+0329, U+2000-206F, U+2074, U+20AC, U+2122, U+2191, U+2193, U+2212, U+2215, U+FEFF, U+FFFD;
}
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
/* CSS placed here will be applied to all skins */
4d947d596ec8d9ed6987e158fbfead9403650960
736
733
2024-06-05T03:46:02Z
Xboy1
2
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/thumb/c/c5/Zone_0.jpg/1200px-Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
22bb94805a74e286cc784c1e4cc7c35f805e8364
741
736
2024-06-05T10:28:11Z
Xboy1
2
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/c/c5/Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
1778e20620a39b7e0bcd127c26745ecf9397e97e
751
741
2024-06-06T13:59:51Z
Xboy1
2
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/c/c5/Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
:root {
--lightest:var(--canvas-background-color);
--light:var(--canvas-secondary-background-color);
--dark:var(--desktop-background-color);
--darkest:var(--desktop-text-background-color);
}
.lightbox{
background: var(--lightest);
border: solid 5px var(--light);
border-radius: 5px;
box-shadow: .2rem .2rem .3rem rgba(0, 0, 0, .5);
text-shadow:.1rem .1rem .2rem rgba(0, 0, 0, .5);
margin: 0.5rem 0 0.5rem 0.25rem;
padding: 0.5rem 0.5rem;
}
.darkbox{
background: var(--dark);
border: solid 5px var(--darkest);
border-radius: 5px;
box-shadow: .2rem .2rem .3rem rgba(0, 0, 0, .5);
text-shadow:.1rem .1rem .2rem rgba(0, 0, 0, .5);
margin: 0.5rem 0 0.5rem 0.25rem;
padding: 0.5rem 0.5rem;
}
5a48db414f4d77d19e04c1d7c1b756d432f98bb4
752
751
2024-06-06T14:16:54Z
Xboy1
2
css
text/css
:root {
--lightest:var(--canvas-background-color);
--light:var(--canvas-secondary-background-color);
--dark:var(--desktop-background-color);
--darkest:var(--desktop-text-background-color);
}
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
/*Colors*/
--lightest: #FFFF83;
--light: #F0F0AB;
--dark: #C1C189;
--darkest: #4B4B00;
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4B4B00; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
/*Colors*/
--lightest: #373737;
--light: #202020;
--dark: #101010;
--darkest: #000000;
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/c/c5/Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.lightbox{
background: var(--lightest);
border: solid 5px var(--light);
border-radius: 5px;
box-shadow: .2rem .2rem .3rem rgba(0, 0, 0, .5);
text-shadow:.1rem .1rem .2rem rgba(0, 0, 0, .5);
margin: 0.5rem 0 0.5rem 0.25rem;
padding: 0.5rem 0.5rem;
}
.darkbox{
background: var(--dark);
border: solid 5px var(--darkest);
border-radius: 5px;
box-shadow: .2rem .2rem .3rem rgba(0, 0, 0, .5);
text-shadow:.1rem .1rem .2rem rgba(0, 0, 0, .5);
margin: 0.5rem 0 0.5rem 0.25rem;
padding: 0.5rem 0.5rem;
}
df375332b9cf15b637823b1ae984b465aa0b2ab6
753
752
2024-06-06T14:18:09Z
Xboy1
2
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
/*Colors*/
--lightest: #FFFF83;
--light: #F0F0AB;
--dark: #C1C189;
--darkest: #4B4B00;
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4B4B00; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
/*Colors*/
--lightest: #373737;
--light: #202020;
--dark: #101010;
--darkest: #000000;
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/c/c5/Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.lightbox{
background: var(--lightest);
border: solid 5px var(--light);
border-radius: 5px;
box-shadow: .2rem .2rem .3rem rgba(0, 0, 0, .5);
text-shadow:.1rem .1rem .2rem rgba(0, 0, 0, .5);
margin: 0.5rem 0 0.5rem 0.25rem;
padding: 0.5rem 0.5rem;
}
.darkbox{
background: var(--dark);
border: solid 5px var(--darkest);
border-radius: 5px;
box-shadow: .2rem .2rem .3rem rgba(0, 0, 0, .5);
text-shadow:.1rem .1rem .2rem rgba(0, 0, 0, .5);
margin: 0.5rem 0 0.5rem 0.25rem;
padding: 0.5rem 0.5rem;
}
c3634cd6ccf7751d8e88ae43c9ba5de8de248602
754
753
2024-06-06T14:25:36Z
Xboy1
2
idk why this aint working so i will just remove it for now
css
text/css
.theme-A.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/6/63/Level_0.png?20240518015559"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#C1C189; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#FFFF83; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4B4B00; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-A.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
/*Colors*/
--lightest: #373737;
--light: #202020;
--dark: #101010;
--darkest: #000000;
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/7/78/The_Blue_Marble.jpg?20240518013737"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#101010; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#202020; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/c/c5/Zone_0.jpg"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#848484; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#EEEEEE; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#DDDDDD; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#848484; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#848484; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-B.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/Floor_0.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#684B20; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#7F6730; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#0000ff; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#dd8300; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#0023dd; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-light.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/3/38/Almond2.png?20240518191715"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#e6e273; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#ffff78; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#84e3e1; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#34e3e0; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#b3ffb8; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#4ed457; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#a6fffb; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#a6fffb; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
.theme-C.colorscheme-dark.visualcolors-standard { /* Replace .theme-A with either .theme-B, .theme-C, .theme-D, .theme-E, .theme-F, .theme-G, .theme-H if you want to target the other 7 slots, otherwise don't replace .theme-A with anything. Replace .colorscheme-light with .colorscheme-dark if you want to target the dark color scheme, otherwise don't replace .colorscheme-light with anything */
--desktop-background-image:url("https://static.miraheze.org/lostrealitieswiki/5/51/LiquidPain.png"); /* <image> */
--desktop-background-image-filter:opacity(100%); /* <filter-function> */
--desktop-background-image-blend-mode:normal; /* <blend-mode> */
--desktop-background-color:#660e08; /* auto | <color> */
--desktop-background-size:cover; /* cover | contain | stretched | full */
--desktop-background-horizontal-alignment:left; /* left | center | right */
--desktop-background-vertical-alignment:top; /* top | center | bottom */
--desktop-background-no-horizontal-tiling:false; /* <boolean> */
--desktop-background-no-vertical-tiling:false; /* <boolean> */
--desktop-text-background-color:auto; /* auto | <color> */
--canvas-background-color:#a81308; /* auto | <color> */
--canvas-secondary-background-color:auto; /* auto | <color> */
--inactive-text-background-color:#4f0905; /* auto | <color> */
--active-text-background-color:auto; /* auto | <color> */
--canvas-text-background-color:#181820; /* auto | <color> */
--canvas-text-secondary-background-color:auto; /* auto | <color> */
--highlight-background-color:#fffa5e; /* <color> */
--highlight-text-background-color:auto; /* auto |<color> */
--hyperlink-background-color:#fffca1; /* <color> */
--visited-hyperlink-background-color:auto; /* auto | <color> */
--active-title-background-color:#b88300; /* auto | <color> */
--active-title-text-background-color:auto; /* auto |<color> */
--inactive-title-background-color:#b88300; /* auto | <color> */
--inactive-title-text-background-color:auto; /* auto |<color> */
--custom-sans-serif-font:""; /* <string> */
--custom-serif-font:""; /* <string> */
--custom-rounded-font:""; /* <string> */
--custom-monospace-font:""; /* <string> */
--border-radius:3px; /* <number> 0 to 15 */
--icon-filter:opacity(1); /* <filter-function> */
--icon-filter-hover:opacity(0.8); /* <filter-function> */
--icon-filter-duration:300ms; /* <duration> */
--icon-filter-delay:0; /* <duration> */
--system-acryllic-opacity:0.6; /* <number> 0.4 to 0.8 */
--system-generic-color-hue-shift:1; /* <number> -12 to 12 */
--system-generic-color-saturation:100%; /* <number> 20% to 100% */
--system-icon-style:rounded; /* rounded | outlined | sharp */
}
d2d670fb25856d8c2d56812ad3f92cd43e8ab824
MediaWiki:Common.css
8
194
734
2024-06-05T03:41:11Z
Xboy1
2
Created page with "/* CSS placed here will be applied to all skins */ @import url('https://fonts.googleapis.com/css2?family=Pacifico&display=swap'); @import url('https://fonts.googleapis.com/css2?family=Pacifico&family=Permanent+Marker&display=swap'); @import url('https://fonts.googleapis.com/css2?family=Pacifico&family=Permanent+Marker&family=Tangerine:wght@400;700&display=swap');"
css
text/css
/* CSS placed here will be applied to all skins */
@import url('https://fonts.googleapis.com/css2?family=Pacifico&display=swap');
@import url('https://fonts.googleapis.com/css2?family=Pacifico&family=Permanent+Marker&display=swap');
@import url('https://fonts.googleapis.com/css2?family=Pacifico&family=Permanent+Marker&family=Tangerine:wght@400;700&display=swap');
812848ad080d325826c9003522b3239354683b35
735
734
2024-06-05T03:45:34Z
Xboy1
2
css
text/css
/* CSS placed here will be applied to all skins */
@import url('https://fonts.googleapis.com/css2?family=Caveat:wght@400..700&family=Cinzel:wght@400..900&family=Lobster&family=Pacifico&family=Permanent+Marker&family=Tangerine:wght@400;700&display=swap');
46e7bdc7416214cd23e29521865d5d08ab6f9260
737
735
2024-06-05T05:22:31Z
Xboy1
2
css
text/css
/* CSS placed here will be applied to all skins */
@import url('https://fonts.googleapis.com/css2?family=Akaya+Telivigala&family=Caveat:wght@400..700&family=Cinzel:wght@400..900&family=Coming+Soon&family=Courgette&family=IM+Fell+English:ital@0;1&family=Lobster&family=Major+Mono+Display&family=Mate+SC&family=PT+Mono&family=Pacifico&family=Permanent+Marker&family=Qahiri&family=Sacramento&family=Tangerine:wght@400;700&display=swap');
d519d3fbe8e99c7290b2de42508f12684c25c5df
745
737
2024-06-06T05:00:27Z
Xboy1
2
css
text/css
/* CSS placed here will be applied to all skins */
@import url('https://fonts.googleapis.com/css2?family=Akaya+Telivigala&family=Caveat:wght@400..700&family=Cinzel:wght@400..900&family=Coming+Soon&family=Courgette&family=IM+Fell+English:ital@0;1&family=Lobster&family=Major+Mono+Display&family=Mate+SC&family=PT+Mono&family=Pacifico&family=Permanent+Marker&family=Qahiri&family=Sacramento&family=Tangerine:wght@400;700&family=Tiny5&display=swap');
9346adc0cf881d481c8abdd46edd4e3b842e7552
User:Xboy1/sandbox
2
160
739
629
2024-06-05T10:09:27Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Zone 0: "The Complex Complex"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"Doors, hallways, or staircases may appear randomly in familiar places, such as your home or right outside in the street. Entering one of these out-of-place anomalies will send you to the Uprooms, a place that knows no order, no rules to follow, no rhyme or reason, the purest form of chaos. The endless halls that twist in impossible ways, bottomless pits that loop forever, or areas that show that even which way is down could be a variable in this mind-boggling realm.
''Nothing here is right. Nothing about this place is normal. The Uprooms makes it known that you are not supposed to be here."''
</div></center></big>
{{Class 2|creature=0/5 - Devoid of Anomalies|creaturename=Anomaly}}
==Description==
[[File:Zone 0.jpg|thumb|The first known image of '''Zone 0''', and, by extension, the Uprooms.]]'''Zone 0''', also known as "The Complex Complex," is a series of hallways and rooms arranged in a strange, abstract structure. The entirety of the level is made out of unknown, white substace which is very reflective and presumed to be some type of metal. Fluorescent lights are attached to the ceiling, and these are the only sources of light in the zone. These lights have a slight, but noticeable buzz, and it is the exact same for every light.
'''Zone 0''' has many non-Euclidean spaces that ocassional appear in the zone. These spaces are known as "Aberrations," and some of them are listed below.
=== '''The Endless Hallway''' ===
This is one of the most common Aberrations, and it appears simply as an extensively long hallway. Doors commonly appear in the hallways, although they are always locked, with no way to get through them. The hallway may shift and warp in unnatural ways, such as it suddenly dipping downwards, or it slowly becoming rotated as one goes on. Strangely, a roamer's gravity as they go down the hallway will shift to match these twists the hallway has, and it is completely unknown how this effect works. Roamers have also reported feeling extremely paranoid when walking down the hallway, with feelings of being watched and seeing things in their peripheral vision getting worse as they go deeper. Another strange effect with the hallways is that they only seem to exist when they are entered from the start of the hallway. Taking a different path to where an endless hallway would occupy space will reveal a completely different area; the hallways only exist at certain perspectives. No one has reached the end of any of these hallways.
----Staying in '''Zone 0''' can have same strange effects. Roamers report having warped or blurry vision, feeling fatigued, or a sense of derealization due to '''Zone 0'''<nowiki/>'s otherworldly nature.
== Anomalies ==
No anomalies are present in '''Zone 0'''.
== Colonies & Outposts ==
Due to roamers not being able to meet in '''Zone 0''', no colonies or outposts exist.
== Entrances and Exits ==
=== Entrances ===
* No-Clipping from [[the Frontrooms]] can send one here.
=== Exits ===
* Going through a rainbow-colored door will lead to [[Zone 1]].
----
{{Author|[[User:Xboy1|Xboy1]]|[https://www.flickr.com/photos/44124372247@N01/742235207 LAX Hallway] by Jennifer Kramer is licensed under CC-BY-2.0, edited by [[User:Xboy1|Xboy1]].}}
{{Redirect|prev=Zone List|next=Zone 1}}
b227f3173532612565971e059373b3917b7b1f62
744
739
2024-06-06T01:56:45Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Zone 0: "The Complex Complex"}}
<center><big><div style="background: linear-gradient(to right, #dddddd, white, #dddddd); border:2px solid black; border-radius: 5px"; margin-v:100px>''"Doors, hallways, or staircases may appear randomly in familiar places, such as your home or right outside in the street. Entering one of these out-of-place anomalies will send you to the Uprooms, a place that knows no order, no rules to follow, no rhyme or reason, the purest form of chaos. The endless halls that twist in impossible ways, bottomless pits that loop forever, or areas that show that even which way is down could be a variable in this mind-boggling realm.
''Nothing here is right. Nothing about this place is normal. The Uprooms makes it known that you are not supposed to be here."''
</div></center></big>
{{Class 2|creature=0/5 - Devoid of Anomalies|creaturename=Anomaly}}
==Description==
[[File:Zone 0.jpg|thumb|The first known image of '''Zone 0''', and, by extension, the Uprooms.]]'''Zone 0''', also known as "The Complex Complex," is a series of hallways and rooms arranged in a strange, abstract structure. The entirety of the level is made out of unknown, white substace which is very reflective and presumed to be some type of metal. Fluorescent lights are attached to the ceiling, and these are the only sources of light in the zone. These lights have a slight, but noticeable buzz, and it is the exact same for every light.
'''Zone 0''' has a presumably infinite amount of floors in either direction accessible through staircases and ramps. Each floor gets progressively more abnormal and perplexing the further they are from the entrance floor. Consequently, some floors become impossible to enter as the geometry strays further from normality.
'''Zone 0''' has many non-Euclidean spaces that ocassional appear in the zone. These spaces are known as "Aberrations," and some of them are listed below.
=== '''The Endless Hallway''' ===
This is one of the most common Aberrations, and it appears simply as an extensively long hallway. Doors commonly appear in the hallways, although they are always locked, with no way to get through them. The hallway may shift and warp in unnatural ways, such as it suddenly dipping downwards, or it slowly becoming rotated as one goes on. Strangely, a roamer's gravity as they go down the hallway will shift to match these twists the hallway has, and it is completely unknown how this effect works. Roamers have also reported feeling extremely paranoid when walking down the hallway, with feelings of being watched and seeing things in their peripheral vision getting worse as they go deeper. Another strange effect with the hallways is that they only seem to exist when they are entered from the start of the hallway. Taking a different path to where an endless hallway would occupy space will reveal a completely different area; the hallways only exist at certain perspectives. No one has reached the end of any of these hallways.
=== The Pits ===
Stuff here.
=== The Escherian Stairs ===
Stuff here.
----Staying in '''Zone 0''' can have same strange effects. Roamers report having warped or blurry vision, feeling fatigued, or a sense of derealization due to '''Zone 0'''<nowiki/>'s otherworldly nature.
== Anomalies ==
No anomalies are present in '''Zone 0'''.
== Colonies & Outposts ==
Due to roamers not being able to meet in '''Zone 0''', no colonies or outposts exist.
== Entrances and Exits ==
=== Entrances ===
* No-Clipping from [[the Frontrooms]] can send one here.
=== Exits ===
* Going through a rainbow-colored door will lead to [[Zone 1]].
----
{{Author|[[User:Xboy1|Xboy1]]|[https://www.flickr.com/photos/44124372247@N01/742235207 LAX Hallway] by Jennifer Kramer is licensed under CC-BY-2.0, edited by [[User:Xboy1|Xboy1]].}}
{{Redirect|prev=Zone List|next=Zone 1}}
44bf387c54bfb01bc8080649af06b15d46f74b1c
File:Zone 0.jpg
6
68
740
206
2024-06-05T10:25:41Z
Xboy1
2
Xboy1 uploaded a new version of [[File:Zone 0.jpg]]
wikitext
text/x-wiki
== Summary ==
Zone 0 of the Uprooms.
6d616ce737ad0bf7e401129d53b8d2d4a75ccc01
Module:CSS
828
195
742
2024-06-05T12:37:17Z
Xboy1
2
Created page with "local p = {} local allowedNS = { [2] = true, -- User: [8] = true, -- MediaWiki: } function p.import_css(frame) local content = frame:getParent().args.content or frame.args.content if content ~= nil then return tostring(mw.html.create("span") :addClass("import-css") :attr("data-css", content) :attr("data-css-hash", mw.hash.hashValue("sha256", content))) end local titleArg = frame:getParent().args[1] or frame.args[1] local importTitle = mw.title.new(ti..."
Scribunto
text/plain
local p = {}
local allowedNS = {
[2] = true, -- User:
[8] = true, -- MediaWiki:
}
function p.import_css(frame)
local content = frame:getParent().args.content or frame.args.content
if content ~= nil then
return tostring(mw.html.create("span")
:addClass("import-css")
:attr("data-css", content)
:attr("data-css-hash", mw.hash.hashValue("sha256", content)))
end
local titleArg = frame:getParent().args[1] or frame.args[1]
local importTitle = mw.title.new(titleArg or "")
local errorMsg
if titleArg == nil then errorMsg = "[[T:CSS]] error: No parameters provided"
elseif importTitle == nil then errorMsg = "[[T:CSS]] error: Parameter “" .. frame:extensionTag("nowiki", titleArg) .. "” is not a valid page name"
elseif not importTitle.exists then errorMsg = "[[T:CSS]] error: Page “[[" .. titleArg .. "]]” does not exist"
elseif not allowedNS[importTitle.namespace] then errorMsg = "[[T:CSS]] error: Page “[[" .. titleArg .. "]]” is not in the User or MediaWiki namespaces"
elseif importTitle.contentModel ~= "css" then errorMsg = "[[T:CSS]] error: Page “[[" .. titleArg .. "]]” is not a css page" end
if errorMsg ~= nil then return
tostring(mw.html.create("strong"):addClass("error"):wikitext(errorMsg)) ..
"[[Category:Pages with T:CSS errors]]"
else
content = importTitle:getContent()
return tostring(mw.html.create("span")
:addClass("import-css")
:attr("data-css", content)
:attr("data-css-hash", mw.hash.hashValue("sha256", content)))
end
end
return p
c58ba4687b11c9f18edbfd1d523c7637850228c0
Template:CSS
10
196
743
2024-06-05T12:40:15Z
Xboy1
2
Created page with "<includeonly>{{#invoke:CSS|import_css}}{{#ifeq:{{NAMESPACE}}|Template|{{#if:{{#pos:{{PAGENAME}}|Theme}}|[[Category:CSS Themes]]}}}}<span style="display: none">[[{{{1}}}]]</span></includeonly>"
wikitext
text/x-wiki
<includeonly>{{#invoke:CSS|import_css}}{{#ifeq:{{NAMESPACE}}|Template|{{#if:{{#pos:{{PAGENAME}}|Theme}}|[[Category:CSS Themes]]}}}}<span style="display: none">[[{{{1}}}]]</span></includeonly>
a2ebc017c7ed9739167c658562a67fceb423e8cb
File:Mirror.webp
6
197
748
2024-06-06T07:28:44Z
Blackexeishere
25
wikitext
text/x-wiki
Level -3
b127d73c9cbfbba5c36c18f1e0f5304424115dcc
File:Neon Mirrors.jpg
6
198
749
2024-06-06T07:36:35Z
Blackexeishere
25
wikitext
text/x-wiki
Level -3 img 2
29d885b63411f5ad741209acb8a4868e62f01f97
Level 30
0
163
750
642
2024-06-06T11:24:12Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=3/5 - Dangerous Environment|creature=0/5 - Devoid of Entities|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]]. The floors are made of white tiles, and the walls are made of concrete. These do not seem to wear down with time.
Inside this level, two different areas are present. The Pool Areas, and The Hallways.
== '''The Pool Areas''' ==
The Pool Areas of this level are the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually dimly lit, but not dark enough to significantly difficult exploration.
The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== '''The Hallways''' ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways.]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
In order to open the steel doors that prevent them from entering The Hallways section of the level, wanderers will have to find hidden buttons switches and levels scattered around the Pool Areas they no-clip into. These can come in various forms, they may be hidden anywhere in the level, such as inside pools, on the structure of slides, disguised as regular light switches, and many more iterations. When the right switch is activated, it will produce a beeping sound, indicating that it has been successfully triggered.
However, these switches will never open one's own Pool Area door. They will free other wanderers from their own zones, and they will have to help each other in order to escape the level, adapting to where the Hallways take them. The buttons can either open up another wanderer's Pool Zone, or open up blocked Hallways sections, which can eventually lead to exits.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former two can be found inside both the Pool Areas and The Hallways.
== Entities ==
So far, there have not been any records of entities in this level.
== Colonies and Outposts ==
While there have been attemps to create outposts on '''Level 30''', they all failed due to the lack of resources in the latter and the difficulty to bring resources from exterior levels.
== Entrances and Exits ==
=== Entrances ===
* Finding a door labeled "Swimming Pool" on [[Level 29]] will lead one here.
* Finding a blue slide inside one of [[Level 7]]'s floating houses and sliding down them will make wanderers exit the slide on this level.
=== Exits ===
* Finding a colorfully decorated door in The Hallways will lead to [[Level 31]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
Hallways photo by '''waterywaterh2o''', r/LiminalSpace Discord server.
}}
{{Redirect|prev=Level 29|next=Level 31}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
fd8369e9cfb7be40676ab741a499b9f68ebae732
The Hive
0
133
756
450
2024-06-07T18:03:08Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:The Hive}}
{{Class 5|environment=5/5 - Treacherous Enviroment|exit=5/5 - Near-Impossible Exits|creature=5/5 - Entity Birthplace}}
[[File:The Hive.jpg|thumb|The birthplace of entities. The Creator of the Creations.]]
==Description==
The Hive consists of caverns spanning an unidentified amount of length. The walls, floor, and ceiling of the Hive appear to be covered in pink-like, fleshy tentacles that don't seem to be connected to anything. The level seems to be coated in a pastel blue fog. Very commonly, wanderers will come across yellowish spheres, later revealed to be entity eggs. These entity eggs hold up entire columns and walls. The origin of these eggs is completely unknown; many theorize that the level creates them automatically, while others study the entity's anatomy to find evidence of reproduction.
U/T0ygU1a discovered this level. According to them, the air inside the level is very thin, making it difficult to breathe. They stated that the moment they entered the level, they saw plenty of entity eggs start to hatch, revealing dangerous entities like 2 [[Entity_8|Hounds]], 17 Fungus [[Entity_17|Crawlers]], 3 male [[Entity_4|Death Moths]], and 1 female. Strangely enough, the entities seemed docile for a moment until they became hostile. Stranger is the fact that they were fully grown, which contradicts the reproduction theory. Howls can be heard from all directions, while the level constantly produces more entities that find their way into various other levels of the Backrooms.
Entities seem to have an instant reaction upon escaping their eggs, seeming to be them, walking, running, and crawling toward a very specific direction. This is crucial evidence for understanding the way the entity's brain and thought process are bound to work.
==Entities==
[[Entity_8|Hounds]], [[Entity_3|Smilers]], [[Entity_17|Crawlers]], [[Entity_4|Death Moths]], [[Entity_6|Dullers]], [[Entity_5|Clumps]], [[Entity_9|Facelings]], [[Entity_10|Skin-Stealers]], [[Entity_15|Wretches]], [[Entity_16|Nguithr'xurh]], and [[Entity_24|Death Rats]] have been recorded in the Hive. Studies show that this list is less than 10% of the entities in the level.
==Colonies and Outposts==
Due to very obvious reasons, inhabiting the Hive is biologically, physically, and mentally impossible.
==Entrances and Exits==
===Entrances===
*Falling through a gap in [[Level 6]] leads to this level.
*Entering a tunnel will lead one to a random level.
=M.E.G. Logs=
==Discovery of The Hive==
The Reddit post from U/T0ygU1a was enough to motivate M.E.G. Raiders to search for the Enigmatic Level, even when it was heavily believed to be another fake Level.
The following conversation is documented by 2 M.E.G. Raiders who attempted to enter The Hive and survived to tell the tale. The M.E.G. Raiders are 918 and 927, trusted soldiers of Base Omega. (Located In [[Level 4]].)
918- Which level does the post say this entrance is in?
927- [[Level 6|6]].
918- Fortunately, entrance to [[Level 6|6]] should be near.
927- Basement door located.
918- What are we waiting for?
927- This whole “Hive” thing could be completely made up. Are we sure?
[[File:The Entrance to The Hive.jpg|thumb|The Entrance]]
918- We are part of the M.E.G., 927, that's not for us to worry about.
927- True.
''After entering the pitch-black void of [[Level 6]], a 25-minute wander revealed a strangely organic gap that seemed to have no end.''
918- Broadcast to Base Omega, we have successfully located the gap in 6, seems to lead to destination.
927- Is there a safe way down?
918- Negative, that is why we brought specialized gear.
927- Seems like a long way down.
918- That’s because it is.
''The descent comes to an end.''
927- This seems to be the place.
918- Sure does.
927- Broadcast to Base Omega, destination located, theory confirmed, exploration is being executed.
918- Shut off the tape recorder, do you hear that 927?
927- Hear what?
918- Listen…
''Distant howls and screams are heard.''
927- Now I do.
918- Possible noise source?
927- Theorized entity screams.
918- That sounds right.
927-Now, look for those eggs.
''918 turns of a flashlight, which revealed thousands upon thousands of entity eggs.''
918- Good God…
927- That was more than I thought.
918- I can see stuff moving in the eggs.
927- Wait, that means that they are about to hatch, doesn’t it?
''Silence fills the halls, while 927 and 918 look at each other in fear. Shortly after that, they begin to run. They stop near a hallway that looks like the entrance.''
918- ''heavy breathing'' Are we far enough away?
927- What does it matter? There are still just as many eggs here as there were there.
918- Wait, do you see that? On the wall?
927- Yeah. It looks like a carved 1.
''Footsteps approach 918 and 927, revealed to be a [[Entity_10|Skin-Stealer]]. However, the [[Entity_10|Skin-Stealer]] was by no means hostile to the Raiders. It did not even notice them. It continues to walk inside of the hallway.''
918- 927, what just happened?
927- I don’t think it sees us.
918- What are you talking about? It sees us. It just doesn’t care.
''927 Shouts at the entity, while the entity looks back at them. But it soon turns around and continues walking in the hall.''
918- ''whisper-shouting'' You idiot! You almost got us killed!
927- I had to test it okay? The good news is that it doesn’t seem to care about us.
918- Should we follow it?
927- We kind of have to…
''The Raiders follow the [[Entity_10|Skin-Stealer]] until they see what looks like [[Level 1]].''
918- Is this… [[Level 1|1]]?
927- Sure seems to be.
918- This must be how entities get into levels.
927- Agreed.
918- Let's get out of here.
They walk into [[Level 1]] with the [[Entity_10|Skin-Stealer]]. As soon as they entered the level though, the Entity became hostile. It was no match, though.
918- So now it become hostile?
927- This is all very confusing.
918- Indeed.
927- Broadcast to Base Omega, enough information gathered. Returning to base.
{{Author|[[Haxord]]|The Hive : FadingRay Concept Art , The Entrance : r/backrooms u/TheCasualPlebian}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:Dangerous]] [[Category:Enigmatic Level]]
368b8ab556e58c536af23d3e631c1c52afe07514
Level 335
0
199
757
2024-06-08T21:02:40Z
Frostish
27
started writing the page
wikitext
text/x-wiki
== Description ==
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside.
ca9419dc41f8a7804e25951be0c1998df1e9e1f4
766
757
2024-06-09T17:55:39Z
Frostish
27
wikitext
text/x-wiki
== Description ==
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. '''Level 335''' is believed to exist entirely within the bounds of '''Level 11''', as the long windows alongside the entrance show the outside of '''Level 11''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that it is noticably bigger on the inside than the outside in Level 11.
Level 335 has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
=== The Center ===
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, a bit of food on the tables, plants and a long couch along the sides.
dda6eb451e8cab3849de834c3846ad2dd14e9412
User:Frostish
2
200
758
2024-06-08T21:14:33Z
Frostish
27
Created page with "{{DISPLAYTITLE:Frostish}}"
wikitext
text/x-wiki
{{DISPLAYTITLE:Frostish}}
963569e1d42d619606ed093bffb2caf23409f415
759
758
2024-06-08T21:21:11Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Frostish's Cool Page}}
Heya, my name's Frostish but you can just call me Frost. I'm a newer member of Lost Realities as of 2024-06-08 of writing this, and i'm excited to contribute my all to making this an awesome backrooms wiki. I'm an artist and game developer, but i like to do writing in my spare time, i'm open to making new friends if you'd like to have a chat.
19353433a1608c7a353d4ffeb2ad066a0f16671f
760
759
2024-06-08T21:23:01Z
Frostish
27
displaytitle
wikitext
text/x-wiki
{{DISPLAYTITLE:frostishs somewhat worthful bio}}
{{DISPLAYTITLE:Frostish's Cool Page}}
Heya, my name's Frostish but you can just call me Frost. I'm a newer member of Lost Realities as of 2024-06-08 of writing this, and i'm excited to contribute my all to making this an awesome backrooms wiki. I'm an artist and game developer, but i like to do writing in my spare time, i'm open to making new friends if you'd like to have a chat.
01738f3f1ca9c780d918c42b1e316095841cbd7a
761
760
2024-06-08T21:23:54Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:frostishs somewhat worthful bio}}
Heya, my name's Frostish but you can just call me Frost. I'm a newer member of Lost Realities as of 2024-06-08 of writing this, and i'm excited to contribute my all to making this an awesome backrooms wiki. I'm an artist and game developer, but i like to do writing in my spare time, i'm open to making new friends if you'd like to have a chat.
9ae1d88e043bd5ad58aa4cd596ee1522732952e5
762
761
2024-06-08T21:30:08Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:frostishs somewhat worthful bio}}
{{#css:JSPIGPJIJOI}}
Heya, my name's Frostish but you can just call me Frost. I'm a newer member of Lost Realities as of 2024-06-08 of writing this, and i'm excited to contribute my all to making this an awesome backrooms wiki. I'm an artist and game developer, but i like to do writing in my spare time, i'm open to making new friends if you'd like to have a chat.
cf98a9081fd03c10e909670baf6d8907c780a6b8
763
762
2024-06-08T21:31:11Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:frostishs somewhat worthful bio}}
{{#css:82DFFF}}
Heya, my name's Frostish but you can just call me Frost. I'm a newer member of Lost Realities as of 2024-06-08 of writing this, and i'm excited to contribute my all to making this an awesome backrooms wiki. I'm an artist and game developer, but i like to do writing in my spare time, i'm open to making new friends if you'd like to have a chat.
b5ab06215cd1a42b3164d6afb32cae7f45b7fc5a
764
763
2024-06-08T21:31:29Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:frostishs somewhat worthful bio}}
{{#css:#82DFFF}}
Heya, my name's Frostish but you can just call me Frost. I'm a newer member of Lost Realities as of 2024-06-08 of writing this, and i'm excited to contribute my all to making this an awesome backrooms wiki. I'm an artist and game developer, but i like to do writing in my spare time, i'm open to making new friends if you'd like to have a chat.
923dbc5ef5c6846f010ec56586cd4ed2b2fa1b16
765
764
2024-06-08T21:31:42Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:frostishs somewhat worthful bio}}
Heya, my name's Frostish but you can just call me Frost. I'm a newer member of Lost Realities as of 2024-06-08 of writing this, and i'm excited to contribute my all to making this an awesome backrooms wiki. I'm an artist and game developer, but i like to do writing in my spare time, i'm open to making new friends if you'd like to have a chat.
9ae1d88e043bd5ad58aa4cd596ee1522732952e5
Level 335
0
199
767
766
2024-06-09T18:04:15Z
Frostish
27
displaytitle
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
== Description ==
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. '''Level 335''' is believed to exist entirely within the bounds of '''Level 11''', as the long windows alongside the entrance show the outside of '''Level 11''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''Level 11'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
=== The Center ===
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, a bit of food on the tables, plants and a long couch along the sides.
f17e73a7ae62c5c63ecf289f08faff661ca595a9
768
767
2024-06-09T21:50:47Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
== Description ==
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
4cc9392a2f5e967dfd9e3ab7a0d295611460fb1b
769
768
2024-06-09T23:19:21Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
e4542dd4d4f4eafb4d0e68b99d00243f8e72f813
778
769
2024-06-10T12:02:33Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author:[[User:Frostish|Frostish]]|
0e237f32bf622ce47475b5b77146a9a68a113992
779
778
2024-06-10T12:09:21Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author:[[User:Frostish|Frostish]]|Original "Level 335": [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc] image by Wes Branch on Unsplash.com
Second image, "The Redrooms": [https://scutoidbox.wdfiles.com/local--files/red-rooms/eggrooms-2.jpg Eggrooms 2] by egglord is released under CC-BY-SA-3.0
}}
{{Redirect|prev=Level -0|next=Level 1}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
99440d37450793caed7adbfd46d5ccb4a3b34f4b
780
779
2024-06-10T12:11:18Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author:[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish}}
{{Redirect|prev=Level -0|next=Level 1}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]] [[Category:The Main Nine]]
f2813740bdba43dbbf35a98040639a4019a00de6
781
780
2024-06-10T12:12:51Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author:[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish}}
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
20aa16b0085ac9bd78b66ee19fd90a6c56962d75
782
781
2024-06-10T12:13:47Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author:[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish}}
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
bcb4c06d365a9492b306b9eead59445547bf60d2
783
782
2024-06-10T12:14:29Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author:[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish
}}
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
a0d10eef78363795db37ad53556f0ced995b3ab4
784
783
2024-06-10T12:16:45Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
<nowiki>{{Author:</nowiki>[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish
<tabber>
awawdsd
</tabber><nowiki>}}</nowiki>
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
3aced12787c8e2429cf25542179deaf6216ce0b2
785
784
2024-06-10T12:18:23Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|481x481px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author|[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
c2199cb38ae885c3a85279136117c9ad23110703
786
785
2024-06-10T12:19:18Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|359x359px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author|[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
202d3bfb45b5185c974f8fe590b53fa7e54be92b
787
786
2024-06-10T12:21:36Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|412x412px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author|[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
361dc4952992a0e76fcc9db193b1d18546a87a0a
788
787
2024-06-10T12:22:10Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|412x412px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author|[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish.
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
21aa57da704ec8fb925e3c0332d3787ee41ea61b
789
788
2024-06-10T12:23:21Z
Frostish
27
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|412x412px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author|[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish.
}}
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
981178d0a44138eabe0d3b53ce6c1d789e62617a
793
789
2024-06-10T21:59:24Z
Xboy1
2
Xboy1 moved page [[User:Frostish/sandbox]] to [[Level 335]]: publish
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|412x412px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as [[The Snackrooms|'''The Snackrooms''']], Level 335 has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being [[Moth Jelly|'''Moth Jelly''']] and '''[[Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author|[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish.
}}
{{Redirect|prev=Level 330|next=Level 337}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
981178d0a44138eabe0d3b53ce6c1d789e62617a
795
793
2024-06-10T22:03:55Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 335: "The Restaurant"}}
{{Class 0|environment=0/5 - Safe Environment|exit=0/5 - Guaranteed Exit|creature=0/5 - Guaranteed Safety|creaturename=Entity}}
== Description ==
[[File:Level 335polaroidphoto.png|right|frameless|412x412px]]
'''Level 335''', nicknamed as "The Restaurant" is a level not known by many, only been visited by a few people. It mimics the appearance of an unknown mall-like area with only a few food stands scattered along the sides of the center. The building is mostly dark, only having a couple slightly-lit to well-lit areas inside. The smell of food being cooked lingers throughout the air of the level, the source has been found to be the kitchen, but no exact point of where. It's been found that the scent cannot leave the exit of the level. '''Level 335''' is believed to exist entirely within the bounds of '''[[Level 11]]''', as the long windows alongside the entrance show the outside of '''[[Level 11]]''', from the exact location you entered '''Level 335''' from, seemingly changing in real-time. It has been discovered that '''Level 335''' is noticably bigger on the inside than the outside in '''[[Level 11]]'''.
'''Level 335''' has been nicknamed "The Restaurant" simply because the only value it has is the resources found, being food and drinks.
==== The Center ====
The first thing you'll encounter upon entering the level is the center, the most well-lit area of the building. It consists of a couple tables with chairs, leftover food on the tables, plants and a long couch along the sides. It also features advertisements for seemingly defunkt brands and signs telling you to remember to wash your hands, despite there not being any bathrooms present on the level.
==== Food Stands ====
There's around three food stands, inside all of them food, however unlike levels such as '''[[Level 6.1|'''The Snackrooms]]''', '''Level 335''' has a limited supply of resources, only restocking every 3-4 days. Inside cabinets objects like Almond Water can be found, though rare, most objects found being '''[[Object 6|Moth Jelly]]''' and '''[[Object 12|Liquid Pain]]'''.
==== The Kitchen ====
It consists of what you would find in a normal restuarant kitchen, with the exception of a few oddities. This area is decently lit in a few spots, most of the room being covered in darkness. There isn't any sinks in this area, along with the smell of burgers being cooked. On the counters can food that looks rotten be found, despite the disgusting smell these have been proven to be perfectly edible.
==== Storage Halls ====
The storage halls give off an eerie feeling to wanderers, it features wet puddle signs depsite there not being any puddles, cut-off wires, shelves, lockers and boxes. The lights in this area are dimmed and tend to flicker occasionally. On the shelves can objects like batteries and common tools be found, wether it'd be screwdrivers or hammers. The lockers mostly contain nothing besides dust and mold.
==== The Back ====
At the end of the storage halls is a backdoor, with a well-lit light hanging above. What's behind the backdoor is unknown, as attempts to open it or break it have been proven futile
== Entities ==
This level is completely devoid of entities.
== Colonies & Outposts ==
This level has no actual outpost with the exception of the 6 wanderers who reside in this level.
== Entrances & Exits ==
=== Entrances ===
* Finding a restaurant-like looking building in '''[[Level 11]]''' and entering it.
=== Exits ===
* Exiting out the same way you came in.
----
{{Author|[[User:Frostish|Frostish]]|Original: [https://unsplash.com/photos/people-standing-near-counter-inside-building-FW2Jcf_o8hc "Level 335"] image by Wes Branch on Unsplash.com, polaroid edit made by Frostish.
}}
{{Redirect|prev=Level 334|next=Level 336}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
e136b86efe491891da025e23bf35d2c7ffe2a31d
Entity List
0
32
770
415
2024-06-10T08:14:29Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
<span style="color: orange">↪</span> Entity 3.1 - "Rattlers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 800-899 ==
[[Entity 832]] - "Pinhead"
== 900-999 ==
Entity 999 - "The Overseers"
5bcfa23a3f15923e01b0dffe92402a6edc620972
Entity 832
0
201
771
2024-06-10T08:20:11Z
Haxord
18
Created page with "{{DISPLAYTITLE: Entity 832: "PinHead"}}"
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
428bea614e5ffedb8442e75033bd002c6f3ed9d9
772
771
2024-06-10T08:31:39Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
3706b6b40fe993d96682fa0f3dc4ea2daeb9fac6
774
772
2024-06-10T08:36:55Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
fc67b5d233c610189c64b6dd40914ed95e37678a
798
774
2024-06-11T08:51:32Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy and deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. Their face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight frown.
e859073a862062945bf040a843efabf356f8e955
799
798
2024-06-11T08:52:14Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy and deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. Their face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
bc09d30da211d7a57aa1cde9b414605a23ce8495
803
799
2024-06-12T13:02:33Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy and deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. Their face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Liying on the floor.
943e5f6f819b96427c119176f180e357e679792d
804
803
2024-06-12T13:44:51Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy and deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. Their face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these
fd74cfe8c10e6587a9f8906ac75bc777ec333ce9
805
804
2024-06-13T09:51:17Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. Their face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these
94e62beebd8c591aad0034a121929a15b5e1d4a8
806
805
2024-06-13T09:51:49Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these
93de6664d21ee1eca4b1de7a5df87f309d68bb5d
807
806
2024-06-13T10:09:30Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. The feeling of relief and security is swiftly replaced by an overstimulating sense of Scopophobia. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victims "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but until they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but soon to return.
4c6f5a6dee58f185588d5e9ca91e1e79c3656020
808
807
2024-06-13T10:14:35Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of Scopophobia. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victims "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but until they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but soon to return.
86256a1953e1e35f38a759334754b29ed73b077f
810
808
2024-06-14T06:28:43Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
8c0142edc3a888c15eab827dd33656ea5f4dd18c
811
810
2024-06-14T06:30:25Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
=== Illusion ===
237895c54ed6a7f0a34284846d3cf7ec2f6af5e3
812
811
2024-06-14T08:31:38Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
ecbc3c386eaaa89725a1ee520c042ff736ae3789
815
812
2024-06-14T10:07:37Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. It's name comes from it's pin-shaped head. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
During the dream, PinHead will terrorize the wanderer, utilizing the helpless feeling, making use of the simulation. The entity will chase, stare and stalk the wanderer all while laughing. However, the illusory form of PinHead will avoid light, so it is heavily advised to stay in lit areas in order to maximise chance of survival.
== Biology ==
83ab9c39e4bb44c4dc19ab384ddecf4471f7d827
816
815
2024-06-14T10:27:12Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. It's name comes from it's pin-shaped head. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
During the dream, PinHead will terrorize the wanderer, utilizing the helpless feeling, making use of the simulation. The entity will chase, stare and stalk the wanderer all while laughing. However, the illusory form of PinHead will avoid light, so it is heavily advised to stay in lit areas in order to maximise chance of survival.
== Biology ==
Entity 832's abilities and independance make it impossible for us to study it's Biology.
== Do's and Don'ts ==
===Do===
*Sleep on objects in odd-numbered levels.
*When in the dream, remain present in well-lit areas.
===Don't===
*Sleep on the floor of odd-numbered levels.
*Stay in the dream for too long.
326128ca024a74eee7138aaad160311c3bb8f063
File:PinHead.jpg
6
202
773
2024-06-10T08:36:22Z
Haxord
18
wikitext
text/x-wiki
PinHead
33bd954b64c538449a34899ca7a1822c7f5d5272
User:Haxord
2
149
775
677
2024-06-10T09:11:28Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [[Main_Page|The Lost Realities]], after being invited by [[User:Beaconhair2226|Beaconhair]].
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of [[Main_Page|The Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [[Main_Page|The Lost Realities]] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles (12) =
== [[The Backrooms]] ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
[[Entity_832|PinHead]]
== [[The Uprooms]] ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_4|Ceiling Lights]]
[[Anomaly_22|Radios]]
35e1676f5b1d6caa407eb68a01c3edb24f4d4d73
776
775
2024-06-10T09:11:46Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [[Main_Page|The Lost Realities]], after being invited by [[User:Beaconhair2226|Beaconhair]].
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of [[Main_Page|The Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [[Main_Page|The Lost Realities]] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles (12) =
== [[The Backrooms]] ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
[[Entity_832|PinHead]]
== [[The Uprooms]] ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_4|Ceiling Lights]]
[[Anomaly_22|Radios]]
60b5c0cd4dad63936b753991c0e44f6fcb691e2c
File:Level 335polaroidphoto.png
6
203
777
2024-06-10T11:54:32Z
Frostish
27
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Level 0polaroid.png
6
204
790
2024-06-10T13:23:25Z
Frostish
27
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Floor 0polaroid.png
6
205
791
2024-06-10T13:23:46Z
Frostish
27
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:FrontroomsEarthpolaroid.png
6
206
792
2024-06-10T13:24:05Z
Frostish
27
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
User:Frostish/sandbox
2
207
794
2024-06-10T21:59:24Z
Xboy1
2
Xboy1 moved page [[User:Frostish/sandbox]] to [[Level 335]]: publish
wikitext
text/x-wiki
#REDIRECT [[Level 335]]
8bc6ed707db81e5240d715b5543f87707d882b0f
800
794
2024-06-11T16:12:12Z
Frostish
27
removed redirect
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Level List
0
21
796
755
2024-06-10T22:06:47Z
Xboy1
2
wikitext
text/x-wiki
<tabber>
|-|0-99=
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> Level 6.1 - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
Level 9 - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
[[Level 30]] - "Aquatic Cycles"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
|-|100-199=
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
|-|200-299=
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
|-|300-399=
== 300-399: ==
Level 330 - "A Stroke of Colour"
[[Level 335]] - "The Restuarant"
Level 337 - "The Inferno"
|-|400-499=
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
|-|600-699=
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
|-|700-799=
== 700-799: ==
[[Level 790]] - "Disguised Finale"
|-|900-999=
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
|-|1000+=
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
|-|Negative Levels=
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
|-| Enigmatic Levels=
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
</tabber>
75b100e74d3f1e44832e32935d2458b4f7eb74ef
797
796
2024-06-10T23:44:41Z
Xboy1
2
wikitext
text/x-wiki
<tabber>
|-|0-99=
== 0-99: ==
[[Level 0]] - "The Lobby"
<span style="color: orange">↪</span> The Manila Room
<span style="color: orange">↪</span> Level 0.1 - "Danger Zone"
<span style="color: orange">↪</span> [[Level 0.2]] - "Remodeled Mess"
[[Level 1]] - "Lurking Danger"
<span style="color: orange">↪</span> Level 1.5 - "Inverted"
[[Level 2]] - "Pipe Dreams"
[[Level 3]] - "Electrical Station"
[[Level 4]] - "Abandoned Office"
<span style="color: orange">↪</span> Level 4.1 - ???
<span style="color: orange">↪</span> Level 4.2 - Perpetual Cubicles
[[Level 5]] - "Terror Hotel"
<span style="color: orange">↪</span> Level 5.555 - "Watching Eyes"
[[Level 6]] - "Lights Out"
<span style="color: orange">↪</span> Level 6.1 - "The Snackrooms"
[[Level 7]] - "Thalassophobia"
[[Level 8]] - "Cave System"
Level 9 - "Darkened Suburbs"
[[Level 10]] - "Field of Wheat"
Level 11 - "The Endless City"
Level 12 - "Matrix"
Level 13 - "The Infinite Apartments"
Level 14 - "Paradise"
Level 15 - "Futuristic Halls"
Level 16 - "Mental Asylum"
Level 17 - "Abandoned Carrier"
Level 18 - "Memories"
Level 19 - "Crawlspace"
[[Level 20]] - "Warehouse"
[[Level 21]] - "Infiltrate"
Level 22 - "Abandoned Parking Lot"
Level 23 - ???
Level 24 - "The Moon"
Level 25 - "Arcade!"
Level 26 - "Forest of Psychosis"
Level 27 - "The Woodrooms"
[[Level 30]] - "Aquatic Cycles"
Level 36 - "Airport"
Level 37 - "Sublimity"
<span style="color: orange">↪</span> Level 37.1 - "The Deep End"
[[Level 51]] - "Melting Memories"
[[Level 52]] - "School Halls"
[[Level 58]] - "The Constrictive Caves"
Level 94 - "Motion"
|-|100-199=
== 100-199: ==
Level 100 - "Silent Sounds"
Level 131 - "Abandoned"
[[Level 137]] - "Leafy Corridors"
[[Level 171]] - "Unnatural Nature"
Level 188 - "The Windows"
|-|200-299=
== 200-299: ==
[[Level 211]] - "Between Walls"
[[Level 228]] - "Industry Standards"
Level 237 - "The Clouds"
|-|300-399=
== 300-399: ==
Level 330 - "A Stroke of Colour"
[[Level 335]] - "The Restaurant"
Level 337 - "The Inferno"
|-|400-499=
== 400-499: ==
Level 409 - "The Paper Rooms"
Level 455 - "The Forest of Truth"
|-|600-699=
== 600-699: ==
Level 699 - "The Azure Deep"
<span style="color: orange">↪</span> Level 699.6 - "A Decaying Void"
|-|700-799=
== 700-799: ==
[[Level 790]] - "Disguised Finale"
|-|900-999=
== 900-999: ==
Level 998 - "Zenith"
Level 999 - "Island of the Void"
|-|1000+=
== 1000+: ==
Level 3999 - "The True Ending"
[[Level 9223372036854775807]] - "Finale"
|-|Negative Levels=
== Negative Levels ==
Level -0 - "Untextured"
Level -1 - "Grayscale Halls"
Level -2 - "Conglomeration"
[[Level -3]] - "Reflections"
[[Level -4]] - "Static Forest"
Level -5 - "Snowscape"
Level -6 - "Tower of Descension"
Level -7 - "Utopia"
Level -8 - "Barricaded Labyrinth"
Level -9 - "Conspiracy"
|-| Enigmatic Levels=
== Enigmatic Levels ==
The Blackout
[[The Blue Channel]]
[[The End]]
Level Fun
<span style="color: orange">↪</span> The Funhouse
[[The Hive]]
The Hub
The Long Drive
<span style="color: orange">↪</span> The Short Drive
The Metro
<span style="color: orange">↪</span> The Dark Metro
The Negative Hub
Level ! - "Run for Your Life!"
<span style="color: orange">↪</span> Level !-! - "Hotel Chase"
Level ∞ - "Eternity"
</tabber>
22b99c1be8655c06ab680c5ec4f816f6da175eef
Level 7
0
52
801
327
2024-06-11T18:52:53Z
KKMidgardKk
8
Added an exit to Level 30
wikitext
text/x-wiki
{{DISPLAYTITLE:'''Level 7''': "Thalassophobia}}
{{Class 3|exit=4/5 - Grueling Navigation|creature=1/5? - Scarce Information}}
== Description ==
[[File:Level 7.jpg|thumb|A photograph of '''Level 7'''.]]
'''Level 7''', also known as “Thalassophobia,” is a seemingly endless expanse of a deep ocean. It is around 6000 meters (20,000ft) deep. Many islands can be found scattered throughout '''Level 7'''. The ocean is completely devoid of life, besides the rumored Thing on '''Level 7'''. The water is very cold, being around 45° Fahrenheit at the surface. (7° Celsius.) Strangely, the water doesn’t freeze when below its typical freezing point, letting it get to extremely frigid temperatures farther below. Some strange properties in '''Level 7''' make it easier to traverse, such as one being able to hold their breath for several hours, the water being lighter, their body adapting to the high pressures deeper down, etc.
'''Level 7''' has a full water cycle and a day-night cycle. A full day lasts 22 hours, slightly less than on Earth.
Flooded houses of varying styles can be found interspersed throughout the ocean, some completely sunken and others only submerged a few inches in the water. Some houses are submerged, but don’t sink to the ocean floor. The tides and waves of the ocean carry the houses all around '''Level 7''', and none ever stay in the same place. It’s unknown how some houses are able to float despite being so heavy. In some rare cases, a house could be so buoyant that it wouldn’t be submerged at all, and little to no water gets in. The entrance of the level will always be in a house that’s only partially submerged underwater.
'''Level 7''' has 4 layers, similar to [[the Frontrooms]]' oceans.
The Epipelagic Zone, also known as the Daylight Zone, is the layer at the very top of the ocean. This layer goes from 0 meters to 200 meters deep. (0 feet to 650 feet.) It contains the most houses, and is overall the safest area of '''Level 7'''. Furniture can often be found floating near and on the surface from houses below the water.
The Mesopelagic Zone, also known as the Twilight Zone, is the second layer of the ocean. This layer goes from 200 meters to 1000 meters deep. (650 feet to 3,300 feet.) This is where the ocean starts to get dark, and where temperatures go below freezing. Ominous sounds can also be occasionally heard echoing through the waters, resembling things such as whale calls and metal crashes, albeit with great differences and distortions. These sounds have no known source, despite the attempts to discover it, making the noises even more eerie and mysterious.
The Bathypelagic Zone, also known as the Midnight Zone, is the third layer of the ocean. This layer goes from 1000 meters to 4000 meters deep. (3,300 feet to 13,000 feet.) In this point of the ocean, no light reaches, and the high pressure starts to really become noticeable. However, due to the properties of '''Level 7''' stated before, the pressure is not nearly as strong as it would be in the Frontrooms. Corpses and skeletons of fish from Earth, alien-like fish, and even humans have been found this far down. Just like in the Frontrooms, the Bathypelagic Zone is also the biggest out of all of them, being twice as big as the Abyssopelagic Zone, the second largest.
The Abyssopelagic Zone, also known as the Abyss, is the layer at the very bottom of the ocean. This layer goes from 4000 meters to 6000 meters deep. (13,000 feet to 20,000 feet.) The abyss is where the ocean basin lies, and is where one could normally expect to find the floor. Being at the ocean floor, it has the second most amount of houses.
Some suspect that there may be a fifth layer, deeper than all the rest. The Hadalpelagic Zone, also known as the Trenches, is an unconfirmed layer that is only rumored to exist. It is said to be from 6000 meters to 11000 meters deep, (20,000 feet to 36,000 feet,) almost twice as large as the rest of the ocean above it. Even though it is just a rumor, the popularity of this potential layer makes it notable enough to document here. Due to the dangers of the Abyss, rarity of finding an entrance to anything this far down, and the unexplorable nature of the deeper layers, it is infeasible to even attempt to find the Hadal Zone, and it will likely just be a legend for the foreseeable future.
=== Underwater Temples ===
Sometimes, structures can be found at the ocean floor. These structures have blue lights around them, making them the only light source this far down. These structures resemble castles made of blue, stone bricks with parts broken off of it. Strangely, these castles never have any openings that allow water to flow in, besides some small cracks that cause leaks. Despite this, these castles are still completely flooded, presumably from them accumulating water overtime from the leaks, although they have a large switch near the entrance that will close any open gates and doors and open a drain at the center, clear out all the water and leaving only occasional puddles. It is unknown where the water goes. The castles have furniture, but they are located at strange places, and are damaged heavily from the water.
The interiors of the castles have mazes that stretch on for much longer than the exterior, giving the castles a strange effect of being bigger on the inside than the outside. The exit to the maze will not lead to where one would normally expect, and going through it usually means being sent miles away from the castle’s initial location.
== Entities ==
=== [[Entity 20|The Thing on '''Level 7''']] ===
The Thing on '''Level 7''', commonly referred to simply as "The Thing," is a rumored entity that is thought to live in the Midnight and Abyssal Zones. It is said to be an anglerfish with the tail of a giant eel, approximately 600 meters long. It has sharp teeth, and is capable of swallowing a human whole. It is thought to be the being that killed off any other potential life in the ocean. Although this entity is yet to be confirmed to be real, there are heaps of evidence and reports for its existence.
== Colonies and Outposts ==
Due to the vastness of '''Level 7'''<nowiki>'</nowiki>s ocean, colonies are hard to find, and are mostly undocumented. However, many have said they have spotted a tribe on an island that is roughly 120,000 square meters big. Those who have claimed to find it say that the residents of the island are extremely hostile to newcomers, so if this group is real, it would be hard to gather information on it.
== Entrances and Exits ==
=== Entrances ===
* Stepping in puddles in [[Level 6]] will cause one to noclip into the ground and into one of '''Level 7'''<nowiki>'</nowiki>s houses on the surface.
=== Exits ===
* Some underwater caves will have an entrance to [[Level 8]].
* Many inconsistent and unreliable entrances to [[Level 37]] in some Underwater Temples have been found.
* Finding a blue slide inside one of the flooded houses and sliding down it will make wanderers exit the slide on [[Level 30]].
{{Author|[[User:Xboy1|Xboy1]]|Image 1: [https://commons.wikimedia.org/wiki/File:Marabut,_Philippines,_Tropical_sky_in_Pacific_Ocean.jpg Marabut, Philippines, Tropical sky in Pacific Ocean] by Vyacheslav Argenberg is licensed under CC-BY-4.0}}
{{Redirect|prev=Level 6|next=Level 8}}
[[Category:Backrooms]] [[Category:Level]] [[Category:Room]] [[Category:The Main Nine]] [[Category:Dangerous]]
df66194d73211119c36ec3dcc599560c506c768d
Level 30
0
163
802
750
2024-06-11T18:54:44Z
KKMidgardKk
8
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 30: "Aquatic Cycles"}}
{{Class 2|environment=3/5 - Dangerous Environment|creature=0/5 - Devoid of Entities|exit=3/5 Rare Exits}}
== Description ==
[[File:Aquatic cycles.jpg|thumb|right|A pool area on '''Level 30'''.]]
'''Level 30''', also known as "Aquatic Cycles", is the 31st level of the Backrooms. It resembles an indoors waterpark, featuring multiple Pool Areas with slides and trampolines, with each room varying in width and lenght, some rooms being as small as 8 meters wide up to having the size of huge waterparks found in the [[The Frontrooms|Frontrooms]]. The floors are made of white tiles, and the walls are made of concrete. These do not seem to wear down with time.
Inside this level, two different areas are present. The Pool Areas, and The Hallways.
== '''The Pool Areas''' ==
The Pool Areas of this level are the place where wanderers will no-clip into. It contains objects commonly encountered on real swimming pools, such as swimming goggles, inflatable floaters, water guns, swimming suits, etc. The style and structure of the sections vary in shapes and colors, and one may occasionally find big windows on the walls. These windows emit a bright white light, which has no apparent source. Zones with no windows that bring them illumination are usually dimly lit, but not dark enough to significantly difficult exploration.
The water inside the pools of this level has been deemed unsafe for consumption, given the high chlorine levels it posseses. Slides on this level appear to have non-euclidean geometry, given how they are much longer when sliding down than they are when looked at from the outside. It is to be noted that all Pool Areas wanderers no-clip into will be locked with steel bars preventing the to access the Hallways.
== '''The Hallways''' ==
[[File:Aquatic cycles hallways.png|thumb|The Hallways.]]
Locked behind the bars of the Pool Areas, one will found the secondary area of the level, the Hallways. The Hallways resemble locker rooms that would be found in a swimming pool. Here, wanderers can find lockers with objects, as mentioned earlier. These hallways often go in a straight path for long distances, they have an average lengh of around 200 meters. Drinking Fountains with safe to consume water can be found throughout this section, as well as Restrooms that occasionally have clothes in them. The Hallways always have the same white brick, cyan floor building style, unlike the Pool Areas. Wanderers that enter '''Level 30''' will never appear in this section.
In order to open the steel doors that prevent them from entering The Hallways section of the level, wanderers will have to find hidden buttons switches and levels scattered around the Pool Areas they no-clip into. These can come in various forms, they may be hidden anywhere in the level, such as inside pools, on the structure of slides, disguised as regular light switches, and many more iterations. When the right switch is activated, it will produce a beeping sound, indicating that it has been successfully triggered.
However, these switches will never open one's own Pool Area door. They will free other wanderers from their own zones, and they will have to help each other in order to escape the level, adapting to where the Hallways take them. The buttons can either open up another wanderer's Pool Zone, or open up blocked Hallways sections, which can eventually lead to exits.
Amongst the resources that can be found in this level, appart from what was already mentioned above, there is [[Object 12|Liquid Pain]], [[Object 1|Almond Water]], and in darker zones ideal for their growth, [[Object 18|Backshrooms]]. The former two can be found inside both the Pool Areas and The Hallways.
== Entities ==
So far, there have not been any records of entities in this level.
== Colonies and Outposts ==
While there have been attemps to create outposts on '''Level 30''', they all failed due to the lack of resources in the latter and the difficulty to bring resources from exterior levels.
== Entrances and Exits ==
=== Entrances ===
* Finding a door labeled "Swimming Pool" on [[Level 29]] will lead one here.
* Finding a blue slide inside one of [[Level 7]]'s flooded houses and sliding down it will make wanderers exit the slide on this level.
=== Exits ===
* Finding a colorfully decorated door in The Hallways will lead to [[Level 31]]
----
{{Collapse|initial=<span style="color:green">> Open Author and Licensing Information|final=<span style="color:green">^ Close Author and Licensing Information</span>|body=
Author: [[User:kKMidgardKk|Midgard]]
Hallways photo by '''waterywaterh2o''', r/LiminalSpace Discord server.
}}
{{Redirect|prev=Level 29|next=Level 31}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
0f4079a3dec2a14a10676b62504304fe08fa2de6
User:Xboy1/Level 2
2
208
809
2024-06-14T00:16:23Z
Xboy1
2
Created page with "{{DISPLAYTITLE:Level 2: "Pipe Dreams"}} {{Class 2}} == Description == '''Level 2''', also known as "Pipe Dreams," is a series of long maintenance hallways with many pipes, wires, and machinery along the walls and ceiling. The hallways are very tight, being just barely wide enough for a person to fit through when combined with the machinery. The lighting in '''Level 2''' varies wildly in different areas. Most of the time, the level is lit through fluorescent lights that a..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 2: "Pipe Dreams"}}
{{Class 2}}
== Description ==
'''Level 2''', also known as "Pipe Dreams," is a series of long maintenance hallways with many pipes, wires, and machinery along the walls and ceiling. The hallways are very tight, being just barely wide enough for a person to fit through when combined with the machinery. The lighting in '''Level 2''' varies wildly in different areas. Most of the time, the level is lit through fluorescent lights that are about 10 meters apart. However, in other parts of the level, it may have lanterns hanging from the ceiling, or no light source at all.
== Entities ==
'''Level 2''' has a wide variety of entities that lurk within its halls. The most prominent entities by a large margin are [[Entity 3|Smilers]]. Other entities include [[Entity 9|Facelings]], [[Entity 5|Clumps]], [[Entity 8|Hounds]], [[Entity 15|Wretches]], [[Entity 6|Dullers]], [[Entity 10|Skin Stealers]], and [[Entity 7|Jerry]].
== Colonies & Outposts ==
=== The Survivors ===
Stuff here.
=== B.N.T.G. - Office Space EL3A ===
Stuff here.
== Entrances and Exits ==
=== Entrances ===
* Going down extensively long hallways in [[Level 1]] often grants entry into '''Level 2'''.
=== Exits ===
There are 2 known ways of exiting '''Level 2'''.
* Finding a fire exit on '''Level 2''' will transport one to [[Level 3]], despite the dangers and risks.
* Entering an office-styled elevator will lead to [[Level 4]].
----
{{Author|[[User:Xboy1|Xboy1]]}}
{{Redirect|prev=Level 1|next=Level 3}}
1ffab0a62a6a5d9fc9408dc018e0cfcae9d057d8
User:"The Controller"/sandbox
2
209
813
2024-06-14T09:57:15Z
"The Controller"
28
Created page with "{{Blurbackground|file=Level 563grayhills.jpg}} {{Foreground|File=Glitchblackwhite.gif.gif|Show=.}} [[File:Clock Ticking.mp3|157x157px]] {{POI|name="The Controller"|status=Active|location=UNKNOWN|affiliations= UNKNOWN|seen=[[Level 563]]}} == Information about "The Controller" == ==<big><u>'''First Report:'''</u></big>== The Controller made his first appearance in the early 1900s, when he was sighted on level 1 by a wanderer named Luke Radiro. Luke carefully described T..."
wikitext
text/x-wiki
{{Blurbackground|file=Level 563grayhills.jpg}}
{{Foreground|File=Glitchblackwhite.gif.gif|Show=.}}
[[File:Clock Ticking.mp3|157x157px]]
{{POI|name="The Controller"|status=Active|location=UNKNOWN|affiliations= UNKNOWN|seen=[[Level 563]]}}
== Information about "The Controller" ==
==<big><u>'''First Report:'''</u></big>==
The Controller made his first appearance in the early 1900s, when he was sighted on level 1 by a wanderer named Luke Radiro. Luke carefully described The Controller's appearance, behavior, and weaponry, providing valuable insights into "The Controller."
== <big>'''<u>Appearance:</u>'''</big>==
According to Luke's report, "The Controller" was observed wearing a shining white mask during the early 1900s. The mask bore a sinister, wide grin that stretched across its entirety, absorbing the surrounding light with its fully black hue. The mask also featured pointy-shaped eyes.In addition to the mask, "The Controller" wore a black suit and matching pants, allowing him to blend seamlessly into the darker areas of the levels. Standing at approximately 2 meters tall.Furthermore, "The Controller" possessed void-like black skin and blonde hair, though he often concealed his hair under a hat or other means. It remains unclear whether he is of human origin. Luke noted that although "The Controller" showed no reaction to their presence, he also made no attempt to communicate.
==<u>'''<big>Behavior:</big>'''</u>==
He rarely engages in conversation and generally avoids contact with other wanderers. On occasion, however, he has approached certain wanderers to offer assistance in traversing the more challenging levels. Nevertheless, he seems to follow a specific pattern in selecting whom to assist, often favoring those who have spent a considerable amount of time within the levels or possess items of interest or value to himself. "The Controller" typically maintains a passive demeanor and only displays aggression in response to an attack or a perceived threat. Instances where he exhibits hostility are rare and are usually prompted by a failure to fulfill promised agreements.
== '''<u><big>Background:</big></u>''' ==
"The Controller" was born in the backrooms and was apart of a now dead group. He was with the group until his parents got killed by partygoers while he was presumably young, as he has stated that he can't remember it enough anymore. He always had an unknown hatred towards the partygoers and all backrooms entities, Since he got the ability to control, he mainly hates the partygoers as they can't be affected by his ability.
==<big>'''<u>Additions:</u>'''</big> ==
The first significant documentation of "The Controller" dates back to the year 1923, when an anonymous wanderer provided a detailed account of its behavior and appearance. According to the wanderer, the figure exhibited a notably egotistical and disrespectful demeanor, offering assistance only to a select few wanderers, and even fewer survived the journey with him.
Subsequent to 1923, numerous additional documents and sightings of "The Controller" emerged. However, these accounts remained consistent, primarily focusing on describing his appearance and behavior.
We have acknowledged that "The Controller" can't be recorded or photographed because of his mask. Every time someone tries to get a photo when he wears no mask or a mask, "The Controller's" head gets replaced by a television, which mostly shows an emotion or a face of his current emotion; due to that, it's impossible to take a photo of him. Though artistic representations are possible.
He also appears to spread propaganda on the computers in the backrooms, telling them about a "real world that controls our every action.". Multiple of those PCs have been spotted by various wanderers, they do not seem to pose any danger and are thought to just be here to spread propaganda. "The Controller" has a hatred against the Partygoer and the [[Sanguine Festivus]] Virus and hunts them through the backrooms with the goal of eradicating both the virus and the Partygoers. He usually teams up with other Wanderers or controlled entities to destroy small or even large camps of the Partygoers.
==<big>'''<u>Incidents:</u>'''</big>==
In the early 2000s, a small group of wanderers formed a collective known as "The Control Freaks" with the objective of obtaining further information about "The Controller." They also planned to assassinate him for reasons that remain not known. In 2005, they located him on [[Level 11]] and initiated an attack. However, all 40 members of "The Control Freaks" died due to the aggressive response from entities present in the area. Of note, these entities, typically peaceful, turned hostile towards the group after they cornered "The Controller" and posed a threat to him.
Following the incident involving "The Control Freaks," reports regarding "The Controller's" whereabouts reached the attention of the M.E.G. It was reported that he had been seen in [[The Hub]], engaging with merchants and traders to purchase equipment. In response, the M.E.G. dispatched Researcher Annie Jones to approach him and conduct an interview. After some negotiation and persuasion, "The Controller" agreed to participate in the interview.
== <u>'''Arsenal'''</u> ==
"The Controller" is equipped with a bolt-action rifle, which he carries on his back. Notably, the rifle's wooden stock bears the carved letters "TC." Unlike conventional rifles, this one has been reported to possess anomalous properties, capable of paralyzing entities upon direct impact. It is primarily utilized for hunting and eliminating entities that "The Controller" is unable to control.
In addition to the rifle, "The Controller" possesses a small knife crafted from a special material. This material ensures that the knife never dulls and remains consistently sharp. While the letters "PC : (" are engraved on the knife.<div class="titleblock">
== M.E.G Interview on "The Controller" ==
*Interviewer: Dr.Jones
*Interviewee: "The Controller"
*Location: [[The Hub]]
M.E.G researcher: "Greetings Controller, Welcome to this interview. We will start right off... In the reports we gathered you were described as either helpful or disrespectful, only choosing specific wanderers. Why is that?"
"The Controller": "Well, I don't trust many people, they can always backstab me or betray me. adding to that, i don't really like humans as a whole. Sure, I'll help them if they give me something in return, but if they don't pay me or annoy me, I also don't have a problem removing them from this world."
M.E.G Researcher: "Alright, next. We had reports of you hurting and killing a small Wanderer group called "The Controllfreaks", back in the year 2000. Why did you decide to kill them?."
"The Controller": They were threatening my personal Life and annoyed me for most of the year.
M.E.G Researcher: "Alright, How did you end up in the backrooms?"
"The Controller": "I am in the backrooms since i can think, i don't recall being in the frontrooms. Born in a now extinct group."
M.E.G Researcher: "Understood, May you share the name of the group?"
"The Controller": "I may not."
M.E.G Researcher: "Alright, understood. You seem to possess a weapon on your back; for what purpose do you posses it?"
"The Controller": "To hunt and Kill entities, i mostly hunt partygoers or the [[Sanguine Festivus]] virus, because they are a thorn in my eyes. I can't really scare them or control them, they are disgusting creatures."
M.E.G Researcher: "Alright, Why do you not help Wanderers or assist any other group."
"The Controller": "Simply put, they need to learn how to survive of their own. Survival of the fittest—heard that somewhere, and it describes it pretty well. I gained all my knowledge through surviving, and so should they. The weak get killed and the strong survive, thats how it should go and is."
M.E.G Researcher: "Do you have any plans to help someone or some group in the future?"
"The Controller": "As of right now? No, i have no plans to helping a group, unless it is either a group i can trust or they give me recourses, but for free, most likely not, unless it's really dire, like wars or big fights that can change the backrooms; in that case i would be happy to assist."
M.E.G Researcher: "Why do you wear a mask?"
"The Controller": "Easy; i don't like anyone knowing too much about me, my face included. It's a tradition and my family has been doing it since centuries...its a tradition, and it looks more mysterious, don't you think? Haha. It scares new wanderers too. So i don't need to interact with them as much."
M.E.G researcher: "Understandable, Thank you for your cooperation. We hope to meet you again."
"The Controller": "Unless you find me, you probably won't meet me again, but time will tell."
*he salutes while laughing and walks out of the room*
'''End of interview'''
</div>
__NOTOC__
8e1bfd0276d843bc16aad40425e68f22513bf199
File:Level 563grayhills.jpg
6
210
814
2024-06-14T09:59:16Z
"The Controller"
28
The Controllers Location for now
wikitext
text/x-wiki
== Summary ==
The Controllers Location for now
75c2d0bb04a3b9da8ec4d4cfd4bf73bcd7689a2f
Entity 832
0
201
817
816
2024-06-14T10:44:15Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. It's name comes from it's pin-shaped head. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
During the dream, PinHead will terrorize the wanderer, utilizing the helpless feeling, making use of the simulation. The entity will chase, stare and stalk the wanderer all while laughing. The illusion's movements unpredictable and bizarre, teleporting all around the victim. When revealed to light, the illusion will instantly disappear and re-appear in the darkness.
However, the illusory form of PinHead will avoid light, so it is heavily advised to stay in lit areas in order to maximise chance of survival.
== Biology ==
Entity 832's abilities and independance make it impossible for us to study it's Biology.
== Do's and Don'ts ==
===Do===
*Sleep on objects in odd-numbered levels.
*When in the dream, remain present in well-lit areas.
===Don't===
*Sleep on the floor of odd-numbered levels.
*Stay in the dream for too long.
81f6eeee1236119088b21c1386b058483654fbbe
818
817
2024-06-14T10:49:02Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. It's name comes from it's pin-shaped head. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
During the dream, PinHead will terrorize the wanderer, utilizing the helpless feeling, making use of the simulation. The entity will chase, stare and stalk the wanderer all while laughing. The illusion's movements unpredictable and bizarre, teleporting all around the victim. When revealed to light, the illusion will instantly disappear and re-appear in the darkness.
However, the illusory form of PinHead will avoid light, so it is heavily advised to stay in lit areas in order to maximise chance of survival.
== Biology ==
Entity 832's abilities and independance make it impossible for us to study it's Biology.
== Do's and Don'ts ==
===Do===
*Sleep on objects in odd-numbered levels.
*When in the dream, remain present in well-lit areas.
===Don't===
*Sleep on the floor of odd-numbered levels.
*Stay in the dream for too long.
{{Redirect|prev=Entity_831|next=Entity_833}}
{{Author|[[User:Haxord|Haxord]] Source of image unknown}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 5]]
6eba698a8af6a4fd8cd824c8c3a0fa760da35bb4
820
818
2024-06-14T10:49:37Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. It's name comes from it's pin-shaped head. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
During the dream, PinHead will terrorize the wanderer, utilizing the helpless feeling, making use of the simulation. The entity will chase, stare and stalk the wanderer all while laughing. The illusion's movements unpredictable and bizarre, teleporting all around the victim. When revealed to light, the illusion will instantly disappear and re-appear in the darkness.
However, the illusory form of PinHead will avoid light, so it is heavily advised to stay in lit areas in order to maximise chance of survival.
== Biology ==
Entity 832's abilities and independance make it impossible for us to study it's Biology.
== Do's and Don'ts ==
===Do===
*Sleep on objects in odd-numbered levels.
*When in the dream, remain present in well-lit areas.
===Don't===
*Sleep on the floor of odd-numbered levels.
*Stay in the dream for too long.
{{Redirect|prev=Entity_831|next=Entity_833}}
{{Author|[[User:Haxord|Haxord]]
Source of image unknown}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 5]]
c2e82d6edc6e14cde1a10c96ec0a2a9e7ce6ffb3
821
820
2024-06-14T10:49:57Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. It's name comes from it's pin-shaped head. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
During the dream, PinHead will terrorize the wanderer, utilizing the helpless feeling, making use of the simulation. The entity will chase, stare and stalk the wanderer all while laughing. The illusion's movements unpredictable and bizarre, teleporting all around the victim. When revealed to light, the illusion will instantly disappear and re-appear in the darkness.
However, the illusory form of PinHead will avoid light, so it is heavily advised to stay in lit areas in order to maximise chance of survival.
== Biology ==
Entity 832's abilities and independance make it impossible for us to study it's Biology.
== Do's and Don'ts ==
===Do===
*Sleep on objects in odd-numbered levels.
*When in the dream, remain present in well-lit areas.
===Don't===
*Sleep on the floor of odd-numbered levels.
*Stay in the dream for too long.
{{Redirect|prev=Entity_831|next=Entity_833}}
{{Author|[[User:Haxord|Haxord]]|Source of image unknown}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 5]]
5778d4e1dafbde04bcdec879c11521e2c60b8324
823
821
2024-06-14T10:51:56Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 832: "PinHead"}}
{{DL Class 5|aggressiveness=5/5 - Sleep Paralysis|hostility=5/5 - Merciless|habitat=Odd Numbered Levels, Dreams}}
== Description ==
[[File:PinHead.jpg|thumb|Portrait of Entity 832.]]
PinHead is an enigmatic threat that traps wanderers in their dreams. It's name comes from it's pin-shaped head. Entity 832 is a humanoid with rotten, gloomy, deteriorating skin. As seen in the portrait acompaning this article, the entity can fade and blend into the darkness very effectively. It's face is complete with 2 empty eyes, emiting a petrifying gaze. It's mouth is empty, shaped in a slight smile.
Physically, PinHead will only appear when certain criteria are met. The obligations needed to summon the entity are easy to execute, leading to accidental casualties, encounters and deaths. In order for the entity to attack, the victim must be:
*Inside of an odd-numbered level ( [[Level 1]], [[Level 3]] ect. ).
*Sleeping.
*Lying on the floor.
If these obligations are met, the victim will be unable to wake up, trapped inside of a dream. The dream that PinHead uses to trap wanderers can be defined as a simulation of [[The Frontrooms|Earth]]. Though not real, the illusion of reality can trick wanderers into relief and security. Upon further inspection, the victim will soon find that they can not interact with any "human being". The feeling of relief and security is swiftly replaced by an overstimulating sense of scopophobia, dread and helplessness. Shortly after the dream has begun, an illusion of Entity 832 will stalk and terrorise the victim. While this is in motion, the physical body and mass of PinHead will carnate beside the victim's "resting point". If the victim does not ascertain a way to exit the dream, and wake up, within a certain time limit (~20-30 minutes), the entity will begin to devour them. This, however, will wake up the wanderer, but by the time they figure out what is going on, it would be too late.
In order to escape from the dream, a wanderer needs to sleep, in any location. This however is very challenging, as the illusion of PinHead will strive against this. If one manages to fall asleep, they will immidiatly wake up, the entity that trapped them will be banished, but not permenently.
== Behavior ==
The behavior of Entity 832 can be split into 2 categories:
=== Physical Form ===
The physical form of PinHead, during the potential victim's dream, carnates slowly, gradually fading into view. When this act is complete, Entity 832 will proceed to move, in any way, towards the victim, once again, gradually and slowly. Finally, the entity will claw, damage and tear apart the, now awake, victim.
Any attempts, committed by bystanders, to stop the entity have yeilded no success. An attempt to interact with the entity while in this state, will end with desparation, as no amount of force and damage will evidently injure the entity.
=== Illusion ===
During the dream, PinHead will terrorize the wanderer, utilizing the helpless feeling, making use of the simulation. The entity will chase, stare and stalk the wanderer all while laughing. The illusion's movements unpredictable and bizarre, teleporting all around the victim. When revealed to light, the illusion will instantly disappear and re-appear in the darkness.
However, the illusory form of PinHead will avoid light, so it is heavily advised to stay in lit areas in order to maximise chance of survival.
== Biology ==
Entity 832's abilities and independance make it impossible for us to study it's Biology.
== Do's and Don'ts ==
===Do===
*Sleep on objects in odd-numbered levels.
*When in the dream, remain present in well-lit areas.
===Don't===
*Sleep on the floor of odd-numbered levels.
*Stay in the dream for too long.
{{Redirect|prev=Entity 831|next=Entity 833}}
{{Author|[[User:Haxord|Haxord]]|Source of image unknown}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 5]]
7cb127a7da11f9d8c9265782479690bdbeb24daf
Entity 10
0
136
819
488
2024-06-14T10:49:08Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
<center>'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''</center>
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity_9|next=Entity_11}}
{{Author|[[User:Haxord|Haxord]] Source of image unknown}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
fc4bf40c291ff0e788cf1db2e7de20e18b60c2f7
822
819
2024-06-14T10:50:10Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
<center>'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''</center>
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity_9|next=Entity_11}}
{{Author|[[User:Haxord|Haxord]]|Source of image unknown}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
aafbdfddb30ac6320c0b9ccba5aaf96be9a479c0
824
822
2024-06-14T10:53:29Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Entity 10: "Skin Stealers"}}
{{DL Class 4|aggressiveness=4/5 - Very Aggressive|hostility=3/5 - Hostile|habitat=Majority, Clausterphobic Spaces}}
==Description==
[[File:Skin Stealer.jpg|thumb|A Skin Stealer in pursuit of a wanderer.]]
Skin Stealers are large, humanoid creatures that disguise themselves to blend in with wanderers. A Skin Stealer is described as having a skin-like mass that covers their body. The entity has white, glowing eyes and a large, gaping mouth, full of sharp teeth. Skin Stealers’ skin, in some cases, can be so thin that their entire skeletal system can be seen. They feast on human flesh, as they inhabit the majority of levels most wanderers roam in. In extremely rare cases, they will attack other entities if in dire need of food. Skin-Stealers can last up to 5 months with no food, so starving them out is very foolish, as wanderers will starve faster.
Skin-Stealers attack wanderers and “steal their skin”, typically depicted by them cutting the person's skin with their teeth, removing it carefully, trying not to damage it, and wearing it. They will also take and wear any clothing the victim wears. Skin Stealers are fast, running at an average of 13.4 km/h. Their bodies move in a bizarre way, as their “skin” constantly changes form. Skin Stealers don’t seem to have meat, just skin, bone, and internal organs. This allows them to fit in very small spaces, making a pursuit relentless. They morph their bodies to match every characteristic that the wanderer has. This also applies for entities.
Entity 10 seems to be drawn to claustrophobic spaces. Theorists conclude that this is a predatory instinct, that allows them to easily locate and attack prey, as there is not a lot of room for the victim to work with, while the entity can freely move around due to its thin body.
==Behavior==
Entity 10 has many states.
===Hostile===
Upon locating prey, Skin Stealers will silently stalk them, taking into consideration the environment, the presence of other wanderers, and the wanderer’s walking pattern. When the Skin-Stealer finds the perfect moment to strike, it will most likely sneak up on the victim. If the wanderer is caught in a dead-end or the wanderer sees the Skin Stealer at all, the entity will, simply, charge at them.
During a Skin Stealer attack, the entity will most definitely try to get the wanderer on the floor, or up against a wall. It will then damage any part of the wanderer that is not their skin, such as their eyes, for example. They will repeat this process of damaging the victim until the wanderer expires. Once the victim is deceased, the Skin-Stealer will engage in the process of “stealing their skin”.
Once the entity has successfully attacked, it will begin the process of “deceiving”. It will seamlessly repeat the actions performed by the victim. For example, if the wanderer was preparing food for their group, that could have gone resource-gathering, so would the Skin Stealer. The entity can barely communicate, only saying simple words, like “yes” or “no”, although, can mimic voices. If the Skin Stealer is called out or has yet again found the perfect time to attack, it will charge at wanderers and attempt to kill them simply. This only happens ~5 hours after the entity's first attack.
Once every wanderer passes out, the entity will feast.
The process above also applies to other entities, excluding the deceiving process, if the entity in question does not have skin ([[Entity_3|Smilers]], or [[Entity_130|Growlers]], for example, don’t have skin).
===Docile===
Skin Stealers only enter this state when they have acquired an overabundance of food. At this stage, they will completely ignore wanderers, unless they have been provoked. Docile Skin Stealers will very slowly exit this state, as they burn through roughly half a corpse a day. If one decides to interact with a Skin Stealer in this state, it will push the wanderer away and reveal its teeth, to scare off the wanderer, causing minimal harm whatsoever.
===Enraged / Starving===
Skin Stealers of this stage are remorseless. Entity 10 enters this state when it hungers for long periods of time. The entity’s eyes will turn red, it will run extremely fast (15.18 km/h) and it will ruthlessly murder any wanderers it runs into, even eating an entire corpse on the spot. Enraged Skin-Stealers don’t enter the “deceiving” stage of their initial attack. Skin-Stealers stay Enraged, up until they have gathered at least 5 corpses, then, they will enter their Docile state.
===Damaged / Fearful===
Skin Stealers enter this state when a considerable amount of damage, like ripping their arm off, has been inflicted on them. In this state, they will attempt to flee by any means. Crawling through any space, running down every hallway, squeezing through every tight spot they can find, anything to escape the attacker.
==Biology==
The biology of a Skin Stealer is very similar to that of a human. They share a nervous system, circulatory system, respiratory system, digestive system, and endocrine system. A Skin Stealer has a very strong nervous system that allows them to easily detect heat, cold, or even sound waves of lurking danger, similar to a shark. They can completely hide their teeth, using a muscle called a “Compiler”, which they can retract and assert at will, to hide their monstrous mouth to better reinforce the “deceiving” process.
The bones of a Skin Stealer are made out of a material that goes by the name of “Quotlid”. This material allows them to very slowly, change their form, but not to an extreme. Using another muscle, their “Fedtrids” (which are mainly located around the facial area), they can slightly morph their body to match their victim's characteristics, specifically their face, again, to ensure a successful hunt.
Skin Stealers’ weak spot is their vocal cords. They are much tighter than the ones of a human, which heavily impacts their speaking ability. Skin Stealers stalk to memorize their victim’s voice and, by unknown means, can perfectly mimic said voice. It is completely unknown how this is, as many studies on the vocal cords of Entity 10 don’t reveal anything completely different from the cords of a human.
Entity 10 has clear blood, somewhat like water. This does provide the entity with a disadvantage. A disadvantage to “Blood Tests”, that must be conducted on every member of every group, to ensure safety. Many groups of The Backrooms always refer to the following phrase:
<center>'''"Blood runs red, they are not dead. Blood runs clear, don't get near"''''</center>
==Do’s and Don'ts==
===Do===
*Check all members of your group for clear blood.
*Try not to get spotted by a Skin Stealer in its Hostile, or Starving state.
*Conduct “Blood Tests” every ~4 hours.
===Don't===
*Trust wanderers who can barely speak.
*Attempt to attack a Skin Stealer with no weapon.
*Get close to wanderers who have clear blood.
*Anger a Skin Stealer in its docile state.
==Trivia==
*Skin-Stealers are commonly referred to as “Skin Stalkers”.
*Eating the skin of a Skin Stealer is considered cannibalism.
*Skin Stealers breathe out an exceptionally smaller amount of carbon dioxide than humans.
{{Redirect|prev=Entity 9|next=Entity 11}}
{{Author|[[User:Haxord|Haxord]]|Source of image unknown}}
[[Category:Backrooms]] [[Category:Creature]] [[Category:Entity]] [[Category:Class 4]]
878e3466e0718aa0245eb782e7716b6c5ad8eb8c
Entity List
0
32
825
770
2024-06-14T10:58:07Z
Haxord
18
wikitext
text/x-wiki
= Entities =
== 0-99 ==
Entity 1 - ???
Entity 2 - "The Windows"
[[Entity 3]] - "Smilers"
<span style="color: orange">↪</span> Entity 3.1 - "Rattlers"
[[Entity 4]] - "Death Moths"
[[Entity 5]] - "Clumps"
Entity 6 - "Dullers"
Entity 7 - "Jerry"
Entity 8 - "Hounds"
Entity 9 - "Facelings"
[[Entity 10]] - "Skin-Stealers"
Entity 15 - "Wretches"
Entity 18 - "The Beast of Level 5"
Entity 20 - "The Thing on Level 7"
[[Entity 67]] - "Partygoers"
Entity 68 - "Party Poopers"
Entity 69 - "Hydrolitis Plauge"
== 100-199 ==
Entity 167 - "Party Hosts"
== 900-999 ==
Entity 999 - "The Overseers"
a303f5dfbdc2c3ee1110e2c8eba5941b527caf0d
User:Haxord
2
149
826
776
2024-06-14T11:00:10Z
Haxord
18
wikitext
text/x-wiki
{{DISPLAYTITLE: Haxord}}
= About =
[[File:Haxord1.png|thumb]]
I was the fourth original member of [[Main_Page|The Lost Realities]], after being invited by [[User:Beaconhair2226|Beaconhair]].
I have been part of [[The Backrooms]] community ever since 2019. Since then I have enjoyed opening the Fandom or Wikidot to learn more about [[The Backrooms]]. I have always wanted to create and write levels myself, so I am glad to be part of [[Main_Page|The Lost Realities]] Team, as I consider myself a decent writer. I can invent new ideas at a very fast rate, this provides me the ability to write many pages in quick succession, also utilizing my hardworkingness to provide the wiki with quality articles, in my own special way. So far I have written a decent amount of pages for [[Main_Page|The Lost Realities]] and I am working on many more. I have come up with most of [[The Uprooms]], as I find the concept interesting. I am honered to have the chance to work beside the other writers, and their amazing work. If you have any suggestions to make about my writing, or anything else, please DM me.
Take care.
= Articles (12) =
== [[The Backrooms]] ==
=== Levels ===
[[Level 0.2]]
[[Level 3|Level 3]]
[[Level 4]]
[[Level 5]]
[[Level 8]]
[[Level 9223372036854775807]]
=== Entities ===
[[Entity_10|Skin Stealers]]
== [[The Uprooms]] ==
=== Zones===
[[Zone 1]]
=== Anomalies ===
[[Anomaly_2|Reekers]]
[[Anomaly_4|Ceiling Lights]]
[[Anomaly_22|Radios]]
889326afc8ced4863d7848af94d00af9b0257735
File:Level 2.jpg
6
211
827
2024-06-15T07:10:12Z
Xboy1
2
Level 2 of the Backrooms.
wikitext
text/x-wiki
== Summary ==
Level 2 of the Backrooms.
28da2644bf71e9e2f44977208942e15802cdfac7
User:Xboy1/Level 2
2
208
828
809
2024-06-15T08:02:02Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 2: "Pipe Dreams"}}
{{Class 2}}
== Description ==
[[File:Level 2.jpg|thumb|A photograph of '''Level 2'''.]]
'''Level 2''', also known as "Pipe Dreams," is a series of long maintenance hallways with many pipes, wires, and machinery along the walls and ceiling. The hallways are very tight, being just barely wide enough for a person to fit through when combined with the machinery. The lighting in '''Level 2''' varies wildly in different areas. Most of the time, the level is lit through fluorescent lights that are about 10 meters apart. However, in other parts of the level, it may have lanterns hanging from the ceiling, or no light source at all.
The structure of the level is entirely made out of concrete and stone, while the machines and piping are made primarily out of metal. Noises of machinery and metallic clanking can be heard throughout this level with no known source.
The overall state of '''Level 2''' is decrepit and dilapidated, with dust filling the air and dirt covering almost every surface.
== Entities ==
'''Level 2''' has a wide variety of entities that lurk within its halls. The most prominent entities by a large margin are [[Entity 3|Smilers]]. Other entities include [[Entity 9|Facelings]], [[Entity 5|Clumps]], [[Entity 8|Hounds]], [[Entity 15|Wretches]], [[Entity 6|Dullers]], [[Entity 10|Skin Stealers]], and [[Entity 7|Jerry]].
== Colonies & Outposts ==
=== The Survivors ===
Stuff here.
=== B.N.T.G. - Office Space EL3A ===
Stuff here.
== Entrances and Exits ==
=== Entrances ===
* Going down extensively long hallways in [[Level 1]] often grants entry into '''Level 2'''.
=== Exits ===
There are 2 known ways of exiting '''Level 2'''.
* Finding a fire exit on '''Level 2''' will transport one to [[Level 3]], despite the dangers and risks.
* Entering an office-styled elevator will lead to [[Level 4]].
----
{{Author|[[User:Xboy1|Xboy1]]}}
{{Redirect|prev=Level 1|next=Level 3}}
9b8670b66201862ebcb03900783e3c073f482b88
File:Class Psi.png
6
212
829
2024-06-15T17:26:04Z
Xboy1
2
Class Psi Icon
wikitext
text/x-wiki
== Summary ==
Class Psi Icon
351e8a82c3432cbe0f84579016934f7e2cb292ba
File:Level 51.jpg
6
213
830
2024-06-15T17:29:27Z
EquinoxLR
11
wikitext
text/x-wiki
The fog is coming
8ca986e5843e66a66ceae81d07deb5b383a2b047
Level 51
0
214
831
2024-06-15T17:32:02Z
EquinoxLR
11
Created page with "{{DISPLAYTITLE:Level 51 - “Melting Memories”}} {{Class Ψ|environment=5/5 - Mental Hazard|exit=0/5 - Guaranteed Exit|creature=0/5 - No Entities}} ==Description== [[File:Level 51.jpg|thumb|right|A image of level 51]] Level 51 resembles a dark cyan forest path in which the ground seems to mirror itself above. There are two paths, yet they are identical, both paths are made of dirt, with twigs, rocks and leaves scattered everywhere on them and around the level. The..."
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 51 - “Melting Memories”}}
{{Class Ψ|environment=5/5 - Mental Hazard|exit=0/5 - Guaranteed Exit|creature=0/5 - No Entities}}
==Description==
[[File:Level 51.jpg|thumb|right|A image of level 51]]
Level 51 resembles a dark cyan forest path in which the ground seems to mirror itself above.
There are two paths, yet they are identical, both paths are made of dirt, with twigs, rocks and leaves scattered everywhere on them and around the level. The objects found on the roof don't seem to fall, staying as a mirror to the main path.
Thin trees who act as pillars can be in the right and left of the path. The high amount of trees make it impossible to go further into the forest.
The Level layout, differently from most levels in the Backrooms, is very simple and easy to understand, as it consists of only walking forward.
Level 51 has 3 special phenomenons, the first being that everything inside the Level has their original colors replaced by a shade of dark cyan. The second is how the wanderer will always be alone in the Level, with groups being separated.
Not done yet.
1012f7fbe6ac0dce3c30a0c17f2e59d3a746be17
833
831
2024-06-15T21:59:54Z
Xboy1
2
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 51 - “Melting Memories”}}
{{Class Psi|environment=5/5 - Mental Hazard|exit=0/5 - Guaranteed Exit|creature=0/5 - No Entities}}
== '''Description''' ==
[[File:Level 51.jpg|thumb|right|A image of '''Level 51''']]
'''Level 51''' resembles a dark cyan forest path in which the ground seems to mirror itself above.
There are two paths, yet they are identical, both paths are made of dirt, with twigs, rocks and leaves scattered everywhere on them and around the level. The objects found on the roof don't seem to fall, staying as a mirror to the main path.
Thin trees who act as pillars can be in the right and left of the path. The high amount of trees make it impossible to go further into the forest.
The Level layout, differently from most levels in the Backrooms, is very simple and easy to understand, as it consists of only walking forward.
'''Level 51''' has 3 special phenomenons, the first being that everything inside the Level has their original colors replaced by a shade of dark cyan. The second is how the wanderer will always be alone in the Level, with groups being separated.
== '''The Fog''' ==
The third phenomenon and main aspect of '''Level 51''' is its Fog. The Fog has a special effect on the wanderers mind, changing the wanderers perception of what the Fog is.
The farther the wanderer walks on the path of '''Level 51''', the stronger the effects of the Fog becomes. These effects are separated into 5 stages.
=== '''Stage 1''' ===
After taking a few steps forwards in the path, Something will emerge in the Fog, a hallucination of the wanderer's lover or best friend will appear. The hallucination will have its arms open, and begin to speak in a voice identical to the real person, telling the wanderer that everyone is waiting for their return. The hallucination seems to be always far away and out of reach.
=== '''Stage 2''' ===
A hallucination of the wanderer’s parents or caretakers will appear in the Fog. They will be smiling at the wanderer and have their hands on the shoulder of the first hallucination. In case someone has no parental figure, stage 3 replaces this stage.
=== '''Stage''' '''3''' ===
Many hallucinations of the wanderer's friends and family will appear inside the fog. they will have arms open, inviting the wanderer to a big hug, all smiling and happy, all out of reach.
=== '''Stage 4''' ===
It won't be noticeable at first, but the hallucinations will start to melt. The loved one's voice will become distorted, the smiles from all the hallucinations will turn into frown, and their faces won't be recognizable. It will only stop when they become puddles, which will then disappear into the fog.
=== Stage 5 ===
A few steps after stage 4 ends, the wanderer will see a “hallucination” of themselves. As they start walking towards it, the “hallucination” will also start to melt, rapidly, and when you reach the end of the level, it will be gone.
==== '''Note of a wanderer''' ====
The following is the contents of a note found on a tree of Level 51, presumably by the wanderer who first discovered this level.
“Throughout my months in the backrooms, I never expected a Level so… cruel… I once had a best friend, we used to talk, play and joke around a lot… I always yearned to see him again... Everyone except me forgot about him when he went missing… Perhaps my family and friends already forgot about me… As if I melted… into a puddle of memories.”
The author of this note is unknown.
== '''Entities''' ==
There are no entities in L'''evel 51.'''
== '''Colonies & Outposts''' ==
Due to the level’s unique phenomena, it is impossible for a colony or outpost to exist here.
== '''Entrances''' ==
* Finding a drawing of a blue forest in [[Level 18]] and no-clipping through it will lead you here.
* Finding a dark cyan path in [[Level 26]] and following it will lead you here.
== '''Exits''' ==
* Going through the door at the end of the path will send you to [[Level 52]].
----
{{Author|[[User:EquinoxLR|Equinox]]|[https://www.pinterest.com/pin/299278337711873725/ Winter] by Nicole Hutton
Image edited by [[User:Xboy1|Xboy1]]}}
{{Redirect|prev=Level 50|next=Level 52}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
9bf1d5a2d6cdb0f8ea3c9df761fcb6d72c2c8008
Template:Class Psi
10
215
832
2024-06-15T17:44:02Z
Xboy1
2
Created page with "<div style="background: linear-gradient(to right, #7A00CC 0%, #9900FF 40%); border:6px solid #351C75; border-radius: 5px"> [[File:Class Psi.png|right|200px]] <span style="color: #351C75;font-size:16px;padding:0px 5px>'''Survival Difficulty: <span style="color:#351C75;font-size:24px;padding:0px 5px>Class Ψ</span></div> <div style="color:#351C75; font-size:20px; margin-left: 30px; margin-bottom: 20px;..."
wikitext
text/x-wiki
<div style="background: linear-gradient(to right, #7A00CC 0%, #9900FF 40%); border:6px solid #351C75; border-radius: 5px">
[[File:Class Psi.png|right|200px]]
<span style="color: #351C75;font-size:16px;padding:0px 5px>'''Survival Difficulty:
<span style="color:#351C75;font-size:24px;padding:0px 5px>Class Ψ</span></div>
<div style="color:#351C75; font-size:20px; margin-left: 30px; margin-bottom: 20px; margin-top: 15px">'''》Environment: {{{environment|5/5 - Mental Hazard}}}'''</div>
<div style="color:#351C75; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》Exit: {{{exit|5/5 - Dead End}}}'''</div>
<div style="color:#351C75; font-size:20px; margin-left: 30px; margin-bottom: 20px">'''》{{{creaturename|Entity}}}: {{{creature|5/5 - Entities That Pose Cognitive Hazards}}}'''</div>
<noinclude>Don't forget to change the creature name to match the reality![[Category:Templates]]</noinclude> [[Category:Class Psi]]
adf66197c58dff8b6f9364debcd84a4119704cf0
User:Homie Robot
2
216
834
2024-06-15T22:48:28Z
Homie Robot
29
Created page with "I'm Homie Robot, I'm mostly active on the Backrooms Wiki."
wikitext
text/x-wiki
I'm Homie Robot, I'm mostly active on the Backrooms Wiki.
5c9d7ba7d50ad74ee137a64fb48ea755803f6fed
User:Homie Robot/sandbox
2
217
835
2024-06-15T22:54:24Z
Homie Robot
29
importing a page I made
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level -17''' might be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level -17''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
{{Blurimage|file=Transtemporal Complex-2.jpeg|caption=An image of the 3<sup>rd</sup> floor.}}
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
88526cf48d49f005e1b2bf2b22ef865978f1535c
836
835
2024-06-15T22:55:24Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level -17''' might be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level -17''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
{{Blurimage|file=Transtemporal Complex-2.jpeg|caption=An image of the 3<sup>rd</sup> floor.}}
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
3af457c65d922db7f78b9cfee36ddc4d760736ae
838
836
2024-06-15T22:58:55Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
[[File:Transtemporal Complex-1.jpg|thumb]]
==Description==
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level -17''' might be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level -17''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
7b1002c83a03d39b02a78ed713b6cb694032a329
839
838
2024-06-15T22:59:34Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
==Description==
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level -17''' might be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level -17''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
c9a2910a9367e35a8a9f43309a9f88670c2febe7
840
839
2024-06-15T23:06:21Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
==Description==
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level -17''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level -17, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
03c2a6e40ce623e328107e7ca10e7174fcddb2ec
841
840
2024-06-15T23:07:18Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
0a830cdc054d0720620ecc5ea1c61554776cdc2f
842
841
2024-06-15T23:08:43Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Author|[[User:Homie Robot|Homie Robot]]}}
70dbc078772e3721b4dc00f2974f39489fd84ad3
843
842
2024-06-15T23:09:44Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
4d35f335455d031272c6811c4d4d94f88e580bdd
845
843
2024-06-15T23:10:57Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
f5017faf6b6c7d6b63de45b13ed8f2162a348f83
846
845
2024-06-15T23:11:21Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
f3b20e9aa4ea7c595ed4d0f1b5b045299c2ffacb
847
846
2024-06-15T23:11:39Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
c976f9850136bf6e697f4e1803d33e5fabffc672
848
847
2024-06-15T23:12:26Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]|https://www.youtube.com/watch?v=0FaUtJJQrRY}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
c06b00782d63675ff993013242f6394e595bb4ca
849
848
2024-06-15T23:14:14Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]|running out of time bur ur in the backrooms - sophie :3}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
e875c9459cdefdcd1862da4d865c4d504e38c4d1
850
849
2024-06-15T23:14:45Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]|[https://www.youtube.com/watch?v=0FaUtJJQrRY running out of time bur ur in the backrooms] - sophie :3}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
c67874f115f0638cc169cb527df6e08347f4ebc8
851
850
2024-06-15T23:16:27Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]|running out of time bur ur in the backrooms - sophie :3 (Youtube) / This feels inviting for some reason - a_s_w_1 (r/LiminalSpace}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
3217fda10fa9cb4eb2686118df96a2dac4c4ceca
852
851
2024-06-15T23:16:51Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]|Images: running out of time bur ur in the backrooms - sophie :3 (Youtube) / This feels inviting for some reason - a_s_w_1 (r/LiminalSpace}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
0975eaec6a325eacfef071178fb290e9d3360154
853
852
2024-06-15T23:17:26Z
Homie Robot
29
wikitext
text/x-wiki
{{DISPLAYTITLE:Level 23: “Transtemporal Complex”}}
{{Class 2}}
==Description==
[[File:Transtemporal Complex-1.jpg|thumb|An image of the 1st floor.]]
'''Level 23''', also known as “Transtemporal Complex”, is an expansive empty office-space from the 1990s consisting of "No Smoking" signs, fake windows, dimmed lights, and exit signs that seem to have no viable function. The architecture of '''Level 23''' may be eccentric in specific rooms. For example, certain spaces may contain thin yet indestructible slanted walls.
The level contains various floors that can be accessed via stairs. There are a total of 9 floors, with each getting more unstable as it progresses. For example, on the first floor, the level will appear as a normal office building. However, on the 5th floor, cars, trees, and entire playgrounds can be found merging with the walls.
Oddly enough, the floor behaves like spacetime; the floor will curve when an object of heavy mass is present. Additionally, unlike in [[The Frontrooms]], it is possible to observe spacetime being curved with the naked eye. However, wanderers below a floor that is being curved by a heavy-mass-object will not see the ceiling above them curve, and will instead stay stagnant. Strangely, if a wanderer tries to enter the curvature, they will instead float rather than falling down.
Objects native to '''Level 23''' have a huge increase in mass depending on the size of the object. For example, a soda can would have around 27 billion kilograms, while a car would have a huge amount of 6000 yottagrams. Furthermore, an additional gravitational pull will be added to these objects. Albeit, these objects only attract items outside of '''Level 23''', so objects native to the level won't be pulled into each other.
At a certain point when an object gains enough density, it will ultimately become a miniature blackhole, floating in mid-air and devouring almost everything. It remains unclear what happens if an object not native towards '''Level 23''' is thrown into a blackhole, as these experiments are extremely difficult to conduct. Many theorize that the object will either phase through the blackhole, or enter spaghettification.
[[File:Transtemporal Complex-2.jpg|thumb|An image of the 4th floor.]]
Light travels insanely slow in comparison to other levels. The approximated speed of how fast light travels is believed to be approximately 3ft/s. Because of this, wanderers can time-travel into the past if they traverse far enough. To get a better understanding of this, walking 3ft within a second will send you back in-time by 1 second, while walking 12ft within a second will bring you to the past by 4 seconds; theoretically, one can view the beginning of the Backrooms, if such thing exists, if they travel far enough within '''Level 23'''.
Not only can a wanderer visit the past, but they can also travel into the future. Going near an object with a large mass will affect space and time; the larger the mass an object has, the more spacetime will curve, allowing time travel into the future to be accessible. From another person's perspective, wandering near an object with a large amount of mass will make you appear to be frozen-in-time; however, from your perspective, you will experience time normally while also watching time speed up from your surroundings. It is to be wary of how close you get to these objects, as you may be pulled and crushed by them.
Upon entering '''Level 23''', wanderers will find themselves in a wormhole prior to entering the office-space and will be be floating in the air, moving in one-direction by an unknown force. It is possible to move yourself to the left or right, but any attempt to go back or even look back will always result in a fail. After an undetermined amount of time of entering the wormhole, you will reach the office-space. However, the time of reaching the office-space can vary heavily, as several reports state that wanderers managed to enter the office-space within seconds, while others claimed that it took them several days. It is believed that this could go on for even a century, but is yet to be confirmed. The journey towards the office-space is often found a challenge, as the wanderer will either die of dehydration, starvation, motion sickness, or other causes; avoiding an entrance towards '''Level 23''' is best due to these characteristics of the level.
==Colonies and Outposts==
Due to the complex and anomalous nature of Level 23, establishing a colony or an outpost is infeasible.
==Entrances and Exits==
===Entrances===
*Sudden wormholes on [[Level 22]] may promptly bring you here.
*Entering a door labeled "23" on [[Level 4]] will lead you here.
===Exits===
*Sewage-holes may be found on the 1st floor; entering them will lead you to [[Level 24]]
*Finding and exiting via wormholes may lead you to [[Level 25]], [[Level 26]], [[Level 27]], and [[Level 31]].
{{Redirect|prev=Level 22|next=Level 24}}
{{Author|[[User:Homie Robot|Homie Robot]]|Images: running out of time bur ur in the backrooms - sophie :3 (Youtube) / This feels inviting for some reason - a_s_w_1 (r/LiminalSpace)}}
[[Category:Backrooms]] [[Category:Room]] [[Category:Level]]
4d6948d865e96e76d316c39a913603ddbbee6e84
File:Transtemporal Complex-1.jpg
6
218
837
2024-06-15T22:58:41Z
Homie Robot
29
wikitext
text/x-wiki
a photo of the level
c0eee930b8dd9d7071a195cb41856b34e711ccb7
File:Transtemporal Complex-2.jpg
6
219
844
2024-06-15T23:10:35Z
Homie Robot
29
wikitext
text/x-wiki
another photo of the level
ec4321a65033c6f050c4183996daeade2e4f43e6